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Thanks for playing the game! We might probably either increase's the bats' hurtbox size or reduce their number overall whenever the rating period ends, since they've been a recurring complaint.

As for the keyboard bindings part, what would you suggest would be a better distribution? The game was meant to be played with a controller, so choosing keyboard bindings that made sense was a bit of a challenge.

And about the potion angle thing, being able to use the mouse for aiming doesn't sound like a bad idea at all. The current system is heavily inspired by how games like Super Metroid and Hollow Knight handle aiming. I'll write this down and see what I can do after the rating period.

Thanks for your feedback and I'm glad you enjoyed it!

There's a number of good options to improve the bats, I think. Atm they hover at whatever position they approached from, which means they're never at the same angle twice. You could have them prefer remaining at one of the 8-way directions to the player perhaps, or exchange their projectile for a wide horizontal swoop attack so players have a chance to hit them as they approach. Future potion upgrades could also explode in midair to flak-cannon more agile flying enemies, perhaps.

As for the aiming/binds - Treating it like a twin-stick shooter (Binding of isaac and metal slug also come to mind) is probably best.
- Movement stays on WASD with other utility keys being proximal to the left hand (Q, E, Tab, R, F.) I'd personally put heal on Q, but that's subjective.
- The player aims toward the cursor's global position, allowing players to move and aim independently
- throwing a potion is on Mouse 1, and you can maybe have mouse2 for potion swapping?