A cloaked man is stopped by the mafia on the city streets.
He'll need to defend himself, but he has no weapons.
Thankfully, it's raining, so he's carrying his trusty umbrella.
WAD to move and jump.
Mouse to point the umbrella and click to open it.
Try to figure out how to use all the umbrella's properties:
Pogo on enemies' heads to deal damage
This was cool raindrinker!
Art is very nice, love the aesthetic.
The level design wasn't immediately apparent to me, but after not too long I caught on to the blinds showing health and I'm guessing the streetlamps showing phases?
The difficulty gets pretty intense and the boss has quite a lot of health, I ended up dying to the spinning saw.
The umbrella mechanic is really cool! I like a single mechanic that can be used in many different ways.
I found the pogo-ing hard to pull off sometimes but overall thats mainly how I damaged the dude.
Really neat little game with some very clever design in it. I enjoyed it a lot!
Cool atmosphere! I thought having the blinds show health was quite clever.
The controls are tight but it's quite hard to figure out a good strategy. It's not very easy to aim the balls with your umbrella. The graphics look very nice, and the music and sound effects work well together.
Also, he brought a laser drone to a fight? What a crook!
That was an interesting game ! Gorgeous graphics and interesting mechanics. I liked how much usage the umbrella had and the variety of patterns and phases to the fight.
The game is really cool, however I think the hp could be dealt with better. Both the player and the boss have way too much of it, and not seeing the amount with some kind of UI is frustrating. After getting hit a a dozen times it feels like there's no consequences just to die a random few hits later.
On the same-ish topic a bit more feedback on damage (both for the player and the boss) could be nice. There's already a blink and some sfx but it lacks a bit of punch, perhaps some screen shake or a hurt sprite frame could help.
Even if the hp thing bothered me quite a bit, the game is really solid and it's one of the best I've played so far. Good job, you can be proud of yourself !
@Ashtrail There is an explicit HP bar on the window blinds on the back. It's supposed ro be not evident at first and you just assume there are no HP bars but you see it eventually.
Worked for some, not for others.
Thanks for playing! Glad you liked!
I see you've joined me in the use of cloaked figures with no legs. It saves so much time. xD
The use of an umbrella for combat and the wide variety of uses it has are very creative. The mechanics were fun to use, but at times, the game felt a bit clunky (that may just be my personal preferences though). As always, your artwork looks nice. The sound effects were also very good, but the music was pretty repetitive. A dash ability seems like it would've cut back on the clunkiness a bit. Maybe it could be done by closing the umbrella. I don't think it'd feel too out of place since you normally close the umbrella to go faster.
@DaFluffyPotato Ya got me :D Ripped you off a bit, really. It did make sense with the rain and the lore, tho.
I fiddled with the controls and speeds and mechanics a lot. Some of your suggestions seem interesting. Glad you enjoyed it and thanks for playing! :D
Let's start with great work! Dueling with a multipurpose umbrella is both a novel idea and a smart design. The pixel graphics are also top-notch. I do have a variety of pointers about the rest, though.
Controls feels floaty right off the bat. Higher gravity would result in a more distinct difference between jumping, spike jumping, opened umbrella jumping, and floating. The lack of particles, screenshake, slowdown and other such effects also affects the feeling of the combat.
Smoothly rotating and translating pixel graphics doesn't look good to me. Moving in integer intervals is easy enough to implement. Likewise, while a bit of manual work, 8 or 16 fixed rotations for the umbrella would work just fine, or even better as it cuts down on odd looking angles when jumping with it. Fixed rotations would also facilitate aiming, which is quite difficult at the moment.
Despite the tricky aiming, the bullet reflection mechanic is a keeper. Unfortunately, the low bullet damage (both to the mob boss and the assassin) incentivize using the spike jump instead of clever bullet deflection. The battle takes quite long to finish and it becomes repetitive between phases.
Ambient raindrops, muted sounds and a simple background loop don't quite fit the situation in my opinion. It is initially a bit funny, but there should be some kind of a shooting sound at least. He is not using a water pistol, is he?
In all, it is just the last bit of polish that is missing to push this to the amazing category. Great work, nonetheless.
Overall: Great (8.0)
Graphics: Great (8.0)
Audio: Above Average (6.0)
Gameplay: Good (7.0)
Originality: Amazing (9.0)
Theme: Great (8.0)