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(1 edit)

Yeah, I noticed the save file after submitting it. Couldn't do anything about it at that point, so there it stays.

I wasn't looking for the disclaimer to be a good sign, just to be an honest admission that we ran up against a deadline and had to compromise on what we intended.

Yeah, the battles aren't balanced at all. The robots are only meant to be minions, and I didn't have time to do anything more than give them basic stats. They weren't supposed to be really tanky though. You can sort of game it if you end up against a large number of them by just running away and getting back into the battle until you have fewer of them.

There shouldn't be autobattle. It should be an option you can choose, but it shouldn't be on by default so that's definitely a bug I'll have to look into.

Yeah, the escaping is an issue I also identified after submitting it. When I go back over that I'll implement a delay to make sure you can get away if you need to. But I'll be pretty much overhauling that entire section anyway since I have more time now.

Again, the level thing is something I'd probably have thought of if I hadn't been rushing to finish things. Now that you've pointed it out, I'll probably start them at level 5 or so in the next version.

I might have missed some face replacements; the originals were a lot smaller than fit comfortably into the message box so Kytt resized them. If there are some that are different sizes that's likely my bad, and I'll be reviewing those for the update.

This was Kytt's first time doing pixel art, and with a month to get everything done and recovering from carpal tunnel surgery she couldn't get everything 100% coordinated. I also had a few times where I didn't communicate my requirements to her all that well. Now that there isn't a deadline we can take our time on the art and make sure it's consistent. Personally I think for her first ever video game jam and her first time doing that style, she did a fantastic job, but you're entitled to your opinion and obviously you're coming to it not knowing either of us or our experience.

It feels rushed because frankly it was. Executive dysfunction kicked in hard a few times and I ended up wasting too much time in the early days (despite having a really concrete idea of what I wanted to make). It got to the point where I literally just had to throw things in there so that they were there, but for the next version I'll be going over everything a lot more carefully, expanding the events so that they're not all happening at once, and making sure it's all balanced and engaging.

I'm sorry to hear you didn't have much fun with it. Hopefully you'll replay it when we've sorted out the issues and let us know if it made a difference. Thanks for the feedback.