On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
Deleted post

Thank you for all this feedback! 

  • Yes this is definitely a problem that needs to be addressed, basically everyone is saying it lol
  • This is addressing both the second and third points. So first I’ll explain why some monsters turn blue, (not sure if you where paying attention to the dialogue but this is at least to some extent hinted at, I was worried I would need to be more clear about it though). If a monster turns blue it means they are a ghost, the monsters/Logorbs experimented and caused reality to start colliding which then caused ghosts to be able to be seen in the real world. Now here’s where tears in reality come in, if you enter a tear (with “E”), you effective can transport your spirit to the spirit realm. This means that any monsters you see while in a tear are ghosts. Any monsters that disappear when in a tear are tangible enemies. (Again, this was hinted at in the dialogue between level 1>2, was this too vague?). And then there are pinchers. 1-2 pinchers drop whenever you kill an enemy, you can then right click to throw one, damaging an enemy if it hits it. The amount of pinchers you have is displayed in the top left.
  • Oh that’s a really good idea, to add a dash cooldown indicator!

I am planning to make a guide/tutorial kind of thing not in game so those who like to figure things out themselves with the game suggesting things can play it without and those who would rather just know up front what they are to do can read it.

Thank you so much for your thoughts, I will likely  be adding some of these changes in a post jam update :)