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(1 edit)

Hey, thanks for checking out the game!

The tutorial texts and other normal dialogue share the same system, which is why it adds words bit by bit. That animation can be skipped by pressing Z while it plays, but that information is never conveyed in the game, which is our fault. Same thing goes for having to use Z to get through the tutorial text too; that's on us too.

I can definitely look into the background related stuff too. Our monitor's got faulty colors, so it can be a little rough for us to tell the amount of contrast certain colors may have with one another or how hard to look at some of the backgrounds may be. It's good to get some feedback on that.

There is some amount of learning of enemy patterns that is intended and I did push for some attacks to be a little more unpredictable (like Crys for example), more so to test the possibilities we could have for making harder enemies in, say, a longer game for example. However, there are readibility issues on the moves. Starting enemies shouldn't have cutthroat attacks, so there will definitely be some tweaking in the attack animations.

And yeah, the pause menu seems to glitch there. Another glitch to be fixed...

I'm glad that, despite these issues, you had fun with the game. There's a lot of fixing and changes to be done, but hopefully the post jam update will resolve at least a majority of the issues. Thank you for playing and giving your feedback! It matters a lot to us!