Idea sheet for actions
Kitsune no Kenshi 2 » Devlog
The set of moves (actions) currently available to the player, that is:
- Attack (LMB)
- Move (WSAD)
Just isn't that interesting. So I'm just going to throw some stuff at the wall here and see what sticks
- Jump on enemies (Space)*
- This one is already implemented so it's probably coming if we can get the damage right
- Block (hold RMB)
- Successful block increases as damage by 100% for 10 seconds, or some other buff?
- Successful block stuns attacker?
- Powerful counterattack?
- Blocking gives you a random one-shot spell
- Dodge (RMB + ASD)*
- Land mines on ground*
- Charge (RMB + W)*
- Synergies with land mines on ground and other environmental hazards
- Some spell (RMB)
- Engine not made to handle spells so this probably won't happen
- Should preferably change up some aspect of gameplay
- Shrink/grow would do well together with jump
- Haste-like effects are always useful
- But problematic in a MP environment
- Unless it is a mass slow enemies
- But problematic in a MP environment
- Air charge attack (LMB while in the air)
- Unsure if this could be pulled off without network de-syncs in current engine
Thoughs and suggestions?
* Marked are the ones we'll most likely use
Get Kitsune no Kenshi 2
Buy Now$3.00 USD or more
Kitsune no Kenshi 2
Status | Released |
Authors | Arekku, Whitewatt |
Genre | Action |
Tags | 3D, Anime, Character Customization, Fantasy, Female Protagonist, Furry, Hack and Slash, kitsune, Multiplayer |
Languages | English |
Accessibility | Configurable controls |
More posts
- Minimum requirements - Test protocolAug 30, 2021
- New objectives markersMar 05, 2021
- Fix underwear savesMar 01, 2021
- Lobby fixesFeb 06, 2021
- Pickup reworkJan 20, 2021
- Bugfixes + more dodge directionsJan 08, 2021
- Some more finishing touchesJan 04, 2021
- Added rebindable keysJan 02, 2021
- Some more fixes and changesDec 19, 2020
- Can the player make the jump?Dec 19, 2020
Leave a comment
Log in with itch.io to leave a comment.