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(+1)

Thanks for the big list of feedback! Glad you are enjoying it enough to play 10 hours! Here's a few random responses to the feedback after reading through it. 

-Loot being difficult to pick up when overlapped or sinking out of crates is definitely frustrating. We re-wrote the crate item flinger a month ago and it rarely throws items off of cliffs now, but they still definitely sink through the ground sometimes. We considered magnetic items as well but just haven't gotten around to implementing and testing it yet. 

-Controller support is still experimental and not fully functional, so we'll definitely keep improving it. On UI screens especially the functionality will be a bit rough now (but hopefully still play-able). Eventually there will be a full set of options so you can change bindings and sensitivity and support for more controller types. The auto-aim is just enabled for controller to compensate for the lessened accuracy compared to mouse and probably won't be affected by any items/mutations. If you think it's too strong or weak it can be tweaked though. 

-The droids do have unique colors for the flavors (Tesla/Pyro) but they could probably be pushed more or inverted so the larger section of the body is the unique color. They all have unique hologram heads as well, but I'm not completely happy how they read in game currently. They'll probably be improved eventually as well. 

-The enemy spawns in the world do re-spawn after about 2-3 minutes in the landmark and intro areas, but I've heard from a few people they don't like running into enemies when coming back. Personally I felt like they were necessary because it felt too empty running back through after exploring but the levels were much larger when that decision was made. 

-I thought the enemy grenade marker was a hard red but I'll double check. It could definitely be added to more enemy explosives/abilities as well. The torso you're talking about is the Pyro MK1 droid's death variant, where it's torso/fuel tank breaks off on death and flies around before exploding. 

-We've heard a few people suggest having the camera pan towards the cursor a bit. I'd be open to trying it out eventually, we just haven't had the time yet. Most combat areas lately I add camera zoom trigger at least to pull the camera back a bit but there's definitely still areas where the camera panning would help.