Descent To The Future


DESCENT TO THE FUTURE is a 16-bit top down action game with a goal to not be especially difficult, but rewarding to a faster, more aggressive, play style. In order to better equip the player for this, there is a speedy invulnerable dash, healing through quick ripostes, and 360º directional combat to ensure that no matter what angle you're attacking from, death is assured!

DESCENT TO THE FUTURE supports Mouse & Keyboard as well as Xbox Controllers! (There's a weird bug with PlayStation/Switch controllers specifically in itch browser where it randomizes the inputs, sorry! This will be fixed in the full release that will be downloadable!) Controller is recommended!

This short two-level prototype will help me gauge what changes need to happen with the player movement and the sword combat. Please comment below to help me better obtain information on how to improve the player experience. Anyone who substantially assists with this will be mentioned in the full release.

PLEASE NOTE: 
The goal is to gain information about the game play, the only art assets that is remaining are the player sprite, sword, and the lantern, aside from that all assets will be completely redone - if not those as well. Additionally the formatting of the text got a little weird, especially for the credits screen when playing within a browser, this is will not be an issue on release.

Please enjoy this combat prototype for DESCENT TO THE FUTURE, thank you for playing! Feel free to come join the Descent to the Future Discord Community!

Itch.io assets:

Player sprite originally based off of this asset
Tileset, objects, enemies, and way more
Golem Boss
Training Dummy
Gamepad UI
SFX

StatusPrototype
PlatformsHTML5
Release date 62 days ago
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorCaptainCainer
GenreAction
Made withGodot
Tags2D, Action-Adventure, Short, Top-Down
Average sessionAbout a half-hour
InputsKeyboard, Mouse, Xbox controller

Development log

Comments

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Hi! Particularly, I loved the graphics in general, I liked that you added "hitting bags" during the tutorial, I found it very dynamic and helps the player understand the mechanics. I don't know if it was a problem with my computer or something like that, but one thing I would fix is that, at the very beginning of the game when you learn how to move the character, when I press it to go back, the sprite doesn't flip. It's a silly detail, but it would be interesting. Other than that, it's fine. Everything was good and I really liked it :)

Thank you so much for taking the time to play the game and leaving the comment. I went back and forth for a long time trying to decide if I wanted the directional buttons to control the player's facing direction or the mouse and went with the latter, after all the feedback, I will definitely have the player face the direction moving, not the direction the mouse is aiming. Again, thank you!

Hello! I really enjoyed this demo! The combat is fun and beating things up with a sword feels cool! It looks really promising so far!
The only thing I would change is how fast things are, like how fast the fire projectile you cant dodge on reaction and also makes the dodge hard to use because of how fast it is. Maybe make things slower but add more stuff and itll give the dodge more use. But thats just my thoughts though, game is a great start :D

Thank you so much! Yeah, the enemy AI needs a lot of work, but don't worry, I am working hard to address everyone's notes. Thank you SO much for your time and consideration!

I really like the premise the game so far! I mentioned this on Discord, but the concept of a 2d game like this with mass enemy combat ala Dynasty Warriors is super interesting, and it feels good.


Overall, I love the way that the combat feels. I did, however, find the range a little bit stifling at times. I felt like I had to focus more on keeping a very specific distance than doing cool combos/killing enemies. Maybe increasing the distance and removing some of the knockback/stun on the enemies so that you still need to think about positioning, but have a bit more leeway with your attacks--the focus? 

I'd love it if I could hold down the attack button to attack instead of having to click over and over again.

Honestly, throw more enemies at us! The most satisfying part of this combat is the multi-attacking, so give us more of that. 

The dodge roll feels good, but I also didn't feel too much need to use it throughout the demo. This could be resolved by having more enemies coming in, forcing you to dodge to avoid being totally overwhelmed. 

Overall, I'm really liking the core of what you've got here, my friend! >;3 I hope that this feedback is helpful. I'm excited to see more!

Thank you SO much for your detailed reply, your feedback has been documented for future releases. I appreciate you taking the time to play DttF and provide feedback!