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I will admit I was short on time when creating the game's overall UX presentation. We decided early on we wanted it to be front view to save time but didn't take into account the fact that the front view can't display the popup damage, to which I already noticed since Harold Tales Maelstrom Leviathan Disc 2. We were also shorthanded on time so we couldn't change it and my team suffered burnout from making assets so I have to salvage what little I can afford with it.

The intuitiveness of the no text rule is definitely something I'm trying to perfect. I nailed it with one of my projects but it seems this time I seem to miss in some aspects. But hey, its a learning experience.

I thank you for the feedback and your appreciation for the unique setting, the art the team has made and the unique title screen transition post-credits.