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Thank you very much for testing, and thank you for finding the control issues. I actually learned something while investigating: apparently L2 and R2 are not considered buttons but axes, which makes "press" checks not work on browsers, so I'll have to completely rewrite the input on the browser version. I just don't do enough testing on the browser version in general, so apologies for making you suffer through all that.

Thank you for the feedback on the combat design. I will definitely be considering it as I tune the balancing further. Despite constantly telling myself to err on the side of too easy over too hard, I seem to still be making it too hard.

Gina's campaign was designed to be a short shareware demo to try to sell the full game, so it's uncertain if it's going to be possible to make it too much longer within my time budget constraints, as the main campaign's length would probably need a quadratic growth relative to the demo to make the full version worth it for customers, but I will be seeing what I can do. I have found many "impossible" problems to turn out to be quite possible during this development, so we'll see how things go.

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No problem! Given all the health and shield pickups around, it's not that it's too hard, but it would be nice if I didn't need to rely on them so much.

I totally understand about Gina's campaign just being a preview/demo, in that context I think it's fine as it is.