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Lily Kick!

🕑 Added 2023-12-13 22:15:15 +0000 UTC
Lily Kick!

Comments

Rene

Yeah, that kind of stuff has to be determined from the beginning but if possible, it might add some depth to the action and stealth.

Nyo

Each escape sequence has its own theme. Not sure if it's obvious from just this clip, but the theme of this sequence is to be a somewhat subtle homage to classic DID RPG Maker games. 😛 As for a crouch-walk: currently the protagonist already has ~200 different frames for each outfit (and each layer of the outfit as well). Adding another position would greatly increase the amount of spritework, so this is extremely unlikely. (And also in that case I'd want the character art to also change, which means extra work there as well, again for each outfit plus binding combination 😅 )

Rene

It feels a bit scripted and could feel repetitive if every "escape sequence" functions the same way or similarly. Since your game has 8 directions, pixel movement and real-time action, it has the potential to have a more dynamic or organic escape sequence. I guess the problem would be thinking up of different sequences every time. If you haven't played it, you might want to try A Drow's Life, a DID game with no Game Overs. It has a lot of unique ideas for sneaking, escaping and surrendering, where every of these sequence is its own puzzle or mini-game. Might give you some inspiration. EDIT: Have you considered a "crouch-walk" movement for the protagonist? There are a lot of boxes and obstacles that are about waist-high, so it might add to the stealth if you are required to crouch-walk behind these. Crouch-walk may also allow you to keep hidden in bushes, allowing for some easy safe "hiding" zones in forest areas or maybe even bushes in a garden.


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