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I like the game play. I think you should remind the player when teaching them to fight that they not only have to equip the item in their inventory but also pull it out with R key. And Vosmer (The person at the camp at the beginning) His head follows you but not his body, I think either his head shouldn't follow you or turn his body as well. Finally, picking up the key for the cell, is hard... I would increase the hit box for that action. I had to basically move towards the loot and press E at the same time to do it.

Hey thanks for playing! Yeah the lack of instruction or tutorials has been a common complaint, and one I intend to address in the next update. I always end up leaving quality of life features for the last minute.

As for Vasemor, that's intended as part of the weirdness of the original jam this game was intended for. So as odd as it is, it's a feature not a bug.

Yeah interaction is fucky, that along with the tutorials is the objective of the next patch. I have a couple ideas of how to address it later tonight.

(+1)

Awesome, overall. I love the game play. I think I understand you as a design from making the big overarching mechanics at the start and then fine tuning them. How I tackle this in my design is I will choose a list of ten major features I want, and focus just on those. Then give 10 hours in a 48 hour game jam time, just dedicated to bug fixing and play testing to bring the quality of life up.

Yeah that sounds like a smart plan, I've always been a kitchen sink designer and tried to cram in as much as possible. But yeah as you said my focus was on making the mechanics function, then focused on adding content and polish afterward.

I'm glad you liked it man! It's been nice to see that being several weeks overdue for the other jam eventually paid off.

It not about when you complete it, it about the journey of doing it. And I wish you the very best with it all!