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In the process of developing Heart & Slash, a fast paced 3D brawler Indie game with rogue-like elements.

Comment History
Heart&Slash
Heart&Slash - - 9 comments @ Level 1 Bosses Available

Thank you booman! I'm glad you enjoy it. Mainly, people are saying that the bosses are too easy, so we've decided to make them a LOT harder. Hopefully, we'll get it just right on the 3rd time ^_^

Good karma+2 votes
Heart&Slash
Heart&Slash - - 9 comments @ Level 2 Available

Thank you so much for your kind words. Our lead programmer uses Linux quite often and so getting a Linux build ready at the same time as the Mac and Windos one was a must. Of course, we're always looking out for new testers, especially for Linux!

Thanks again!

Good karma+2 votes
Heart&Slash
Heart&Slash - - 9 comments @ Early Access and future plans

Yes, we have a cool one for this week! (hopefully, but things do look good!)

Good karma+1 vote
Heart&Slash
Heart&Slash - - 9 comments @ Heart & Slash

Hi. There were some problems related to frame rate issues. These builds are a little old now, but we plan on releasing new public builds in the next month. They will be limited to the first level and lack lots of content, but will serve as our demos and technichal benchmarks.

Good karma+1 vote
Heart&Slash
Heart&Slash - - 9 comments @ Heart&Slash alpha released

We are working on it. But we want to test it a little before launching it into the wild. We'll have an announcement hopefully this week!

Good karma+1 vote
Heart&Slash
Heart&Slash - - 9 comments @ Heart&Slash alpha released

Wow, that was a lot of plays! Please leave your feedback in the forums...

Good karma+2 votes
Heart&Slash
Heart&Slash - - 9 comments @ Heart&Slash alpha released

That would be awesome!

Good karma+2 votes
Heart&Slash
Heart&Slash - - 9 comments @ Introducing our first game: Heart&Slash

This is a video showing the basic land attack patterns for the fist (and only, for the moment) weapon I implemented into the game:

Vimeo.com

The system is quite versatile. Each attack has its own assigned animation, behavior and cancel points. Each attack is then triggered if there is a valid input from the current state the player is in. That allows quite a lot of flexibility and has thus far saved a lot of time in tweaking. The only caveat thus far is that the state matrix can get huge (currently I have more than 20 states and that's with little content, each weapon has its unique ~8 states), which means I will need to rewrite the editor to allow for trimming of the matrix for editing.

Good karma+1 vote