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Regarding the action-out-of-prompts - on occassion I find myself destroying things I don't mean to destroy and such. This could be trees or corn - I definitely think the immediate feedback is great, but perhaps for melee actions, it the animation doesn't actually cause things to be destroyed, moved, etc.

Yea maybe it would be better if the first swing after the prompt didn't hit anything.

I haven't played multiplayer yet, but does the number of enemies or drop from trees/plants scale with players?

Yes the number of enemies in the world and in the herd grows according to the current amount of active players. The trees and plants don't scale but as the amount of workers grows you end up collecting more things together.

I'll keep an eye out for potential laptop keybinds.

Also, as of the last update, saving and moving to a new zone both work!


Thanks for the suggestions and confirming on Linux!


Rafi

I noticed that after leaving regions (cave, church, etc.), the regions go back to being dark (as if they had never been entered). Is that deliberate? I wasn't sure what had changed between attacking the orb and not.

Also, and this is more related to itch.io, but on the desktop app there doesn't seem (as far as I can see) any wrapping system to run commands on top of the game. For example, on Linux, to get the game to run with nvidia, I need to call primusrun <executable>. Would it be possible if, at least on Linux builds, the game entrypoint is a bash script? Something like

#!/bin/bash
./DontBiteMeBro_v102_LINUX.x86_64

so that Linux users can modify it to include the their choice of wrapper?