I think it might be something we ran into on a test run, if you're triggering the death function with an animation event you need to make sure all the "Any state" transitions have a "notDead" boolean condition.
Yeah I forgot the melee attack overrides the death animation, and when that animation is interrupted the animation event for the end game cant be reach. I did not have time for testing since I finished art and some features near deadline and my laptop builds so slow haha. Will fix it after the Jam tho and maybe add some more juice and things Thank you very much for your feedback :D
Yeah gonna have to balance it better post Jam, Maybe make the health replenishment constant when the HUD is placed back, rather than it being by chance.
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Game Jam bugs are now fixed :D
Really clever mechanic!
Bug report: dropped to zero health at the same time I attacked, now I'm immortal
I think it might be something we ran into on a test run, if you're triggering the death function with an animation event you need to make sure all the "Any state" transitions have a "notDead" boolean condition.
Yeah I forgot the melee attack overrides the death animation, and when that animation is interrupted the animation event for the end game cant be reach. I did not have time for testing since I finished art and some features near deadline and my laptop builds so slow haha. Will fix it after the Jam tho and maybe add some more juice and things
Thank you very much for your feedback :D
Love the idea of a possessed HUD. Gets really difficult suddenly, though.
Yeah gonna have to balance it better post Jam, Maybe make the health replenishment constant when the HUD is placed back, rather than it being by chance.
Really appreciate the feedback Thanks