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Thanks!

I did want to implement something like that, so that they don't do that, but I didn't have much time for it, definetly something I'll add later if I figure out how to do it well.

And for the text, I wanted a way for explaining the mechanics that isn't "when you're lit the monsters run from you and the humans go to you, when you're not you can't collide with humans and the enemies get attracted to you", which sounds a bit random, but yeah, it might have been too much text.

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Sorry about the text. Obviously I woudn't want that! Just cut down the number of text panels before the game starts. I am inpatient and want to play the game. If I decide to get invested into it I don't mind more lore. My tip would be to spread it out a little more and have the level talk more for the story. (show don't tell sticks better!)

(+1)

That's actually a very good idea. I wanted to explain all the mechanics before you start playing the game, but introducing the (few) mechanics as the player goes along would probably be better. It's something that many other games do, it just didn't occur to me for some reason