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Thank you so much! 

I didn't mean for begging to be so overpowered, and I'll probably gear it and later charisma based actions to take up MP. Had it take up none originally because realistically, speaking takes up no energy compared to throwing a punch. As for fighting, backing away also helps manage pain on top of morale, so in situations where pain or morale is getting sticky, you should rely on backing away to keep from getting knocked out. You can unga at the very beginning, and it's easy to get used to, but later, when you have a bunch of items stored up from scrapping, you can sell those for bandaids, which give about 20% of your health back. 

I know the beginning fights are a bit misleading in their pacing, but I intend to fix that, and it is mostly my fault for neglecting playtesting. I just want to do it appropriately, so that it's not as brutal as it gets later, but still difficult. Weapons and whatnot in the shop will get letters describing them later and after they come out, but also remember that they are mostly there to show what you can get, and you can much more easily pick them up after a won fight. Also fights are supposed to lean a little to RNG, but when I add custom stats, you as the player will get to play off of that too.

I'll get to fixing these things sometime soon, as I really want to see what comes of this. Unfortunately due to some issues with the plugin that lets me have those two extra health bars, I'm having trouble scaling as the game goes on. The health bars very rarely disappear, and I even had to tweak guarding, because it would make the user completely invincible for the entire fight. I also cannot fatten the hp bars any, so that has forced me to dump grotesque amounts of willpower into later enemies to avoid them surrendering from high pain when their pain is only at 50%.

I will do my best to cover all of these asap, but due to certain things I'm not sure when "asap" will be. I'm just really happy that someone enjoyed my game, even if just for a bit.