Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Not expecting you to play it again, but I did incorporate the feedback in the latest version, incase you wanted to finish it.

Version 1.21

New Features: 

  • Player can now run holding shift
  • Camera has been zoomed out a bit to see more of the map 
  • Mini-Map has been added 
  • Quest Tracker has been added 
  • Added Post-Processing Effects
  • Made the map smaller

Bugs Fixed: 

  • Sidewalk and street tile edges have been fixed 
  • Better collision layer, so player walks behind poles, trees, and houses. 
  • Player now facing the correct direction when stopping, and stopping to talk 
  • Device particles now come out form the direction based on which way the player is facing 
  • Fixed Victory Screen and talking to the Tape

I played it, managed to get to the end with ease this time without any walk-throughs. The game feels a lot better to play now, although felt a lot shorter too, simply because a lot of the inflated play time was removed (which is good).

However, the game is still not absent of issues. For example, the player can't walk up in front of objects. Try walking towards a lamp post from below. Realistically, the player should be able to walk really close to the lamp post, and obstruct some of its view. However, right now the player can't walk up as soon as their head touches the lamp sprite. 

The problem is that, unlike other objects, the player's collider covers their entire body, when it should only cover a part of their legs. This is tricky to solve because you'd need to change the player's sprite render order dynamically, so you might want to leave it be if you do not plan to expand this project.

I also found a bug where the player is still rendered in front of people when behind them. There are also some areas still lacking polish, such as UI scaling, being able to play during an event (when you get an image displayed on your screen), and sound of text playing when you skip the dialogue.

Thanks for that feedback and for trying it out again! I might look into tweaking that collision! Much appreciated!