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(2 edits) (+3)

Honestly enjoyed the tendrils update! I really liked the change in art style, though the previous version did have better map design (in terms of puzzles, visual intrigue and interactivity.) The combat in this new update feels a lot better than the previous version, though it's still a little rough around the edges.

From a gameplay perspective, I think adding more fluidity to the movement and combat would make it feel a lot better, along with the ability to attack up and down again (idk why that was removed). Mashing seems pretty strong, so maybe y'all could experiment with limiting how many times you can swing in a given time period instead of the hard cooldown used in the previous version? But since that's pretty limiting, adding more dashes could make up for it- allowing for hit-and-run gameplay. Another cool idea would be messing with how the enemies move. Instead of having them walk at you at a constant speed, maybe give them telegraphed burst movement as well? Like if the drones jumped at you after staying still for a second. Just ideas for thought.

Overall, I really loved this!! I'm excited to see where to project goes! Y'all are doing a great job :D

(+1)

Hey there! 

First, thank you for playing our game and especially for providing feedback. I really appreciate it. <3

I'm really glad you’ve enjoyed it so far. In terms of map design, puzzles will definitely be back in future updates. With Tempting Tendrils, we focused more on changes to combat and the art style, as it's quite different from the first demo. We already have some ideas we want to experiment with, thanks to all the feedback we've received. There’s still a long road ahead in terms of gameplay and content, but we’re making good progress.

So, you can definitely expect more changes in the future. :3 

 Thank you again for playing and for your valuable feedback. Your input helps us improve and continue our work. <3