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(2 edits)

Thank you for playing, a lot of the commentary is valid.

I am planning on removing the health scaling or at least significantly reduce it so it only noticeable much later.

Speed wise i also plan on reducing monster across the board and test that out in public, i'm just worried it will become "too easy" but that remains to be seen

I'm working on a entire skill rework and how you acquire them as well, i'm still trying to figure out on how to convey the information of what skills do during gameplay it's easy to say "oh just do it in pause" but there is a multiplayer aspect where everything should be easily done during gameplay sections. A solution of this would be adding a sort of list of skills in the menu with details on what they do. 

Controller dead zones are something i need to test, currently on my controller the movement input is instant, i guess i'll need to adjust this in engine

The collision boxes are already very tiny and i don't want to make them even smaller(picrel), melee just is a bit risky and i have plans to eliminate this problem with the skill rework!


The explosion hitboxes are generally very on point with their visual, but next update will have telegraphs for all enemy attacks,  going against my will of keep the game clean of too much gamey clutter, but seeing as how many people struggle with just avoiding the spikes it's a necessity. (the spikes used to stick on players and it was even worse)

It was pretty informative non the less! glad to see you had little to no technical problems other than the swapping of control schemes, so thank you for your time i will use it wisely.




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