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(2 edits) (+1)

I'll answer from top to bottom.

  • Oh god, how did this never cross my mind? I have full controller support but not that simple feature haha, added to the list!
  • It's made in such a way on purpose! There will be many more different enemy types, each with its own colour. The screen in the "late game" can be quite cluttered, so I try to keep the whole environment as clean as possible and focus on the things visually relevant for the player
  • The option is already in the game - it's just right click (facepalm). As this will be a story and exploration driven game, I'll just introduce a dedicated speedrun mode for those who just want to go fast (and boy, fast it can be). So there won't be any clashing of game designs anymore! I just didn't have time for that in the timespan of the jam and wanted to make sure, the whole idea of the game gets across
  • The tutorial and even whole level progression will be developed and balanced further (like the first few levels already do pretty well)
    • tutorials for movement mechanics (there will be more than just jump and dash), tutorial for the combat, etc
    • As I've said in another post, the only thing I won't explain much on purpose is the upgrade system, which players will have to explore on their own (the full game will have tons of them and even some you first have to find hidden in the game world, I've soft-implemented 35 already, they're just not fully implemented in the demo)
  • The story mode will have a "save/reload at any time" playstyle, while the speedrun mode just starts and won't be savable until you finish the game
  • I know of the bug and it bugs me too :D My current dialogue system works weirdly though (it takes the whole text and directly after that splits it up into its different characters) and sometimes the splitting part seems to be too slow, so it just flickers for a fraction of a sec. Will have to get into that

Not to be confused, I was mostly talking about features that will be in the full game. The post-jam version will get overall polish, balance and a few minor things / features to make it something complete on its own (like a simple intro skip).

Sorry, I always try to answer as thoughtfully as I can. And even if you don't want to read all this, writing this all down helps me organise my thoughts on the game, too in a way. Cheers!

  • You could still try and check if giving the environment a different color works or not, if not a different color, you can just darken it a bit or instead give the player a different color.
  • I didn't realize that right-click could skip the dialogue! I think it would be a good idea to switch it to the space key for consistency.

Looking forward to the final game :D

Already had that with the colours (on day 1 and 2 during development) but I really didn't like it. I'll play with the colours in a few more experimental and subtle ways. :)

otherwise, THANK YOU AGAIN :D