All heavy attacks (end of combos) I've done recently, which one do you like/hate the most and why? Would love to hear your thoughts

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Working on an ARPG. Instead of equipment, players collect memory to transform (end of gif) into characters with different movesets.

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I am an working on an ARPG. Instead of equipment, players collect memory to transform (end of gif) into characters with different movesets.

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Thanks for doing this! I am an working on an ARPG focuses on story telling and close-range combat. Instead of equipments, players collect memory to transform (end of gif) into characters with different movesets.

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I am struggling on this ladder-climbing motion, one has a pause (which mimic real motion but clunky), one has a continous speed, which one do you like better?

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Added "perfect evade" system, dodging right before attacked and your dodge & follow up attack will not consume your stamina

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How did yall capture those 60fps long gif? I had to manually delete frames to keep it under 15mb, and they are usually less than 10 secs long..

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To add some variations, enemies will cycle through different "get hit" animations randomly#soulappeaser

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A minor change but made control seem more fluid: now attack and change direction mid combo.

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