Three buttons
Jump (X/Space), Attacc (C / Left Mouse), and Protecc (Z/Right Mouse)

WASD or Arrow Keys for movement

controller supported.

Consider the patreon to support this and get credited in the game: https://www.patreon.com/BitAssembly

I would love to hear your feedback, why not discord? https://discord.gg/Ja6anJ6

Updated 5 days ago
StatusIn development
PlatformsWindows, Linux, HTML5
Rating
(2)
AuthorBit Assembly
GenreAction
Made withUnity

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Click download now to get access to the following files:

fillyastray-linux.zip 24 MB
Version 1
anonfilly-windows.zip 23 MB
Version 5

Development log

Comments

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i did not like it, it was chore to play threw 
- visually its ok tho it could been better atm it seams a bit empty
- game play wise little stiff but solid
- level design and difficult curve tragic levels are quite plane and lack of substance not to mention some of the obstacle are place  just to be mean to the player forcing player to get domaga not because he/she made a mistake but how the level was put together
- lack of some nice beat/ music dulls the experience 

(2 edits) (+1)

It was a really interesting platformer since there is a halfway state when jumping onto corners where you can dangle on them, but there is no parity so certain sections of the map are unfair and are blind jump -- the issue could be solved by fixing the parity to have down be the reverse parity to crawl down onto a ledge from a flat standing position to pan the camera.

Blocking was pretty much pointless and at times the developer can make sections absolutely brutal for people who don't want to take damage. There is a section in which there is a low ceiling and a manticore and some flying enemies backwards -- the flying enemies are timed just perfectly to prevent the player from just jumping over the manticore so as to force a fight. It is also highly unfair that the projectiles go through solid surfaces when the player has no projectiles or means of actually preventing damage.
Blocking doesn't actually prevent damage, just basically thirds it, so it doesn't encourage much use or at all especially notable in 'fight' sections or the boss fight. This could be remedied by putting in a back dash, since forcing the player to take damage to pass is entirely nongranular and between unfair and boring, or it's just me and the game isn't designed with me in mind as I'm not an avid or hardcore player.

The boss fight was really neat, but there is no crouch which means a third of the attacks are unavoidable to what looks like was designed to be a crouch dodge, but there is no crouch.

The shoryukens are pretty pointless at the moment since it is not good for tight platformers as well as a lack of enemies that make it viable besides some ceiling slimes and the one manticore.

Pretty neat overall, the mechanics presented were interesting but lacked parity in other actions. The game seemed stiff as there were not many movement or viable attacking options, but overall a fun one time playthrough as it stands, but I would probably not revisit it in the future if this was a final version.

My suggestions are to add more movement tech, such as a backdash, a crouch, and hold onto ledge from a standing position which would solve a bunch of parity issues as well as open many more systems to mess with such as a potential for crawling thorough 1 wide tiles. Also a better combat system because if blocking does not prevent damage, then it should be more fair that enemies do not have supernatural projectiles, vision, a superior attacking speed, and a larger attack hitbox than the player to spurn the player. Also having a diagonal up and a diagonal down attack from facing without moving from the position of standing would alleviate my issues with some corner sections that were created.

Fun to play for a demo, but stiff.

I some how did many accidental shoryukens, and I wish I knew actually how to do them when I want, insight on the actually controls you need to do them would be nice. Thanks.....

(+1)

this game is already really fun, with four different attacks and 3 different enemies. the jump physics are a little weird, but i feel like the base of the game has come together quite nicley. cant wait to see what this game holds in the future.

(+1)

Damn... Just when I thought the fandom needs more games. A small but very well polished action game indeed, the basic fighting mechanism is solid. I can see lots of potential in this game, really, keep up the good work!  <3

(+1)

i really like the pony animations. the attacks are all super snappy :3

i especially like how the ledge grab looks. good stuff <3