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(+1)

Hello, thanks for playing.

The gallery screen being open will be fixed today.

For some reason the sounds are not saving, that is true, will be fixed today as well.

And for the twins, well, the twin boy has crit failure (if i am correct) on 85%, and i personally hate all fights with him included. The reason for the high crit failure is that he is unlucky, and it is quite poorly explained. This section together with the whole fighting system will get reworked as soon as possible, because it is quite, well, sad. 

If the twin girl went down in too hits, must have been unfortunate hits on her. 

Oh yeah, and for the HP, you can theoretically see your hp on the left of the screen, the more red a bodypart is the more damaged it is, not sure if it was explained in the tutorial or not, tho i do not expect anyone to pay attention to the tutorials anyway.

Once again, thanks for playing, and if you want to help with the fight system rework (as i still have no idea how to handle that exactly) feel free to join our discord and dm me.

-Heli

Thanks for getting back to me. Holy crap, I didn't realize I was so spot-on with my guess of an 85% critical fail rate o n the male twin! LOL! 


As for the HP thing, I can see it getting redder on body parts for me, and bleeding for the enemies (or saying destroyed) but it doesn't say how much overall HP one has. I made one enemy's entire body 'destroyed' and he was still alive, for example. It's a very convoluted system, imo.

(+1)

Yeah, the health system is not explained properly. The basics is that head and torso on destroyed kill the enemy, each arm has a different attack on and destroyed removes that attack option from the enemy (so both arms destroyed enemy doesnt attack) and legs half the hit chance of the enemy. Will surely need to be better explained in the reworked system, or well, better designed. If you have any ideas on how to make things better feel free to let me know!
-Heli

I would say just remove the body part from the icon. So players know it is no longer operational and to stop attacking it. It was darkening and even though it said 'destroyed' I figured I could break it since it allowed me to still target it. Either that, or when it is destroyed, make it no longer clickable to remove it as an option so turns aren't wasted attacking a broken object. Maybe make a tiny animation like a shatter sign pop up when broken / destroyed too, just as an indicator and added little fun thing?

(+1)

Yeah, that is a good idea, will implement. If you have any other ideas please let us know!