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(1 edit) (+1)
The most annoying thing were how far away 5 and 6 are from WASD.

A different playtester suggested using a modifier key, like CTRL, to access the bottom row of chemicals. For instance, you'd press 2 to add one fire and CTRL+2 to add one ice. What do you think of that idea?

And I didn't know where to put the weapon switch key. Let me change weapons with the scroll wheel and I will use the scythe, ty.

Heard this from other people as well so I'll add it. I've always hated accidentally bumping mouse scroll and switching weapon in other games so I never added the binding haha. You mentioned that there's no incentive to use the scythe in the stream but there actually is one: damage. If memory serves me right, the scythe deals ~80 damage to an electric Watcher with a 4x fire swing. You're basically trading the safety of range for high burst damage.

Another thing is, I usually just went for full charges and just mashed the number keys. But often I wasn't sure of if I hit it 3 or 4 times. For these reasons, I personally would prefer if there were 3 charges, or even 2, that would make it feel less annoying input wise for me.

What about instantly filling up with a chemical if you hold its key down for a bit? I don't want to reduce the maximum number of charges since that would reduce the amount of combinations you can make by a large factor.

I would have liked a sort of training room with dummies or something to test stuff out. I like to experiment with mechanics normally, but I don't feel like you have too much room to try out stuff while you're fighting against dudes in the wild.

A tutorial that includes this is a high priority and should be in the next update. 

Thanks for playing and for the stream! I'm surprised you almost beat a run without knowing you can heal yourself with your utility.

(1 edit) (+1)

> A different playtester suggested using a modifier key, like CTRL, to access the bottom row of chemicals. For instance, you'd press 2 to add one fire and CTRL+2 to add one ice. What do you think of that idea?

I'd have to try it, but attempting that right now strains my hand, I'm not a fan. I didn't want to overload my senses so I didn't try it on stream, but I was thinking of doing R and F, so it wraps around nicely around WASD. But at any rate, just in case, I don't think 5 and 6 are super bad, they're okay bindings. And they're intuitive for someone who just picks up the game.

>What about instantly filling up with a chemical if you hold its key down for a bit?

Eh, I don't like it, it feels like it'd slow me down. Maybe a modifier to do a full charge? Like Shift+2 and so forth (no idea if overloading the dash would be annoying, but it's just an idea). Although that only would make sense if it's a prevalent strategy, I'm naturally biased because full charges are all I did.

>I don't want to reduce the maximum number of charges since that would reduce the amount of combinations you can make by a large factor.

I see. Well, do what you think it's best.

>A tutorial that includes this is a high priority and should be in the next update.

Alright, but just in case, I was talking about an option in the menu that takes me to a "playground". My method of playing was to try incorporate new things in-between runs. It'd be nice if I could hop in that mode after any run to test stuff out, regardless of tutorials. I feel like for this game in particular, having a 'lab' would be thematic.

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Oh, and, personally, I'd rather have a 'lab' where I can discover things for myself, rather than a tutorial. But that's just me, I don't really recomment it for other players, lol,