hmmm... HTML5 build is pretty broken... I'll look into what I need to do for a Mac build, but no promises I'm afraid. Thank you for your interest, however!
Looks great, the dodge roll when traveling up looks like it should travel further but it's probably just the perspective.
Love the mechanics "borrowed" from other character action games, very well implemented.
I want to be able to go further into witch time mahojo time if I keep dodging bullets while already in mahojo time as a counter balance to when the room is very full of enemies.
that's a good idea... i thought it reset the clock but i guess it just resets the FX without actually resetting the timer! i'll futz with it a bit and see if its imbalance
/edit Hmm, I checked and the code should already be resetting the timer if you dodge while already in witch time... I'll have to start exposing some vars and see if that's actually happening or not. I'll put on a list.
Or just use VFX to make it clear the timer has restarted cause there's no clear indicator how much time left in witch time you have.
Vanquish uses a bar on the character model (who was very close to the screen) and bayo used a clock on screen that did a full revolution while in witch time.
It's weirdly easier to dodge attacks at real time than in slow time, so it's hard to check.
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I want to play this but I don't have Windows. Is there any chance of a html or Mac version?
hmmm... HTML5 build is pretty broken... I'll look into what I need to do for a Mac build, but no promises I'm afraid. Thank you for your interest, however!
This game is so fun! It's quite difficult (or maybe I am just bad at video games) but I still had a great time. The art is quite pretty as well.
Just out of curiosity, what engine did you make the game in?
Thanks for playing! The game was made in Gamemaker Studio 2 (which is why there's no working HTML5 export...)
Looks great, the dodge roll when traveling up looks like it should travel further but it's probably just the perspective.
Love the mechanics "borrowed" from other character action games, very well implemented.
I want to be able to go further into
witch timemahojo time if I keep dodging bullets while already in mahojo time as a counter balance to when the room is very full of enemies.that's a good idea... i thought it reset the clock but i guess it just resets the FX without actually resetting the timer! i'll futz with it a bit and see if its imbalance
/edit Hmm, I checked and the code should already be resetting the timer if you dodge while already in witch time... I'll have to start exposing some vars and see if that's actually happening or not. I'll put on a list.
Or just use VFX to make it clear the timer has restarted cause there's no clear indicator how much time left in witch time you have.
Vanquish uses a bar on the character model (who was very close to the screen) and bayo used a clock on screen that did a full revolution while in witch time.
It's weirdly easier to dodge attacks at real time than in slow time, so it's hard to check.