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(1 edit)

Really like the visuals and the atmosphere. Had to admit, would've died a few times if death was implemented, especially against the last enemy - though mostly because enemies seem to have full superarmor during their attack animation. Multiple light swings that can be chained together could be nice.

Couple issues/bugs I've found:
- Starting the game starts up VR as well, reading up on it seems to be because Unreal automatically includes Oculus and OpenVR plugins even when a non-VR template is used.
- Interacting with a signpost while moving keeps the character's walking animation, making him walk in spot while the interaction is ongoing.
- The enemy that glows red and needs to be parried went back for me with a red glow after it died.

Thanks for the feedback. Overall most of the combat systems are in place, but your feedback is helpful to understand where things need to be refined. 

1) Thanks for the heads up, I'll need to pay more attention to my packaging set-up, there are many plugins that are included by default that I don't need.

2) Yes, this is some bug where the last input persists even going into "interaction" state and the animation react accordingly. 

3) I need to do some clean-up around this buff - current the buff will be reapplied even after death.