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Wow such an epic comment! I talked with you on stream last night but wanted to post so others can see. 

I agree it doesn't make sense that houses drop meat, they need to for gameplay reasons tho so I'll have to think of a reason why at some point.

Controls are viewable / rebindable in the unity launch options but I plan to add them into the game itself so you don't need to close and relaunch just to change keybinds. Tab is a small friendly shove in case the demons are blocking you in a corner though and shift is the default sprint key. I do have a narrator tip that will tell you about the sprint button if you didn't ever press it in the first few minutes but that audio doesn't play if you tapped shift even once. I'll update it to only disable after at least a full second of sprinting and that should help. 

Which button should pause the game by default besides escape key? Keyboard letter i pauses as well but I can't think of anything more intuitive than esc. 

Thanks for the tip about the door. I'll make the clickable range wider so it's easier to figure out. 

Demons needing to nap is frustrating for a lot of people but I do need to keep some conflicting behavior from the demons because that's what makes huge armies unwieldy. Planning on giving the player something to do while standing still to address it, like scan sleeping demons to see their stats, or maybe sing them a lullaby to help them recover sleep faster or something. I recently changed them to only get sleepy while engaging in combat as well. 

It's hard to figure out when's the best time to end the level after the player destroys the keep. I think for the full game I'll add a pop-up that will let you escape to the campaign map if you choose to, or let you keep exploring until you make your way to a map exit. 

I honestly can't thank you enough for the feedback though, for reals. You are helping me make a better game and that means the world to me.

-user335