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(1 edit) (+1)

Wow, thanks so much! For the detail and the kind words ^_^ 


>give player credits for the demo to skip the grind 

I almost did! and I certainly might next time!


>"optimize button"

I think that might take a bit of the strategy out of it, but I'm hoping to make a lof of QoL changes to the menus/Ui for that, which may take some of the pain away. 


>cancel options

definitely on the todo, probably as upgrades


>being able to combo dead enemies a bit & being able to continue combos between enemies

I hear ya, unfortunately with the way the targeting system is setup there's a lot of nuance to guessing whether the player wants to change targets or just turn the camera (while softlocked), so I chose to make the target kindof sticky during the combo.  
There's certainly more fine tuning I could do with it though, and I have some ideas ; )


>tweeting & making youtube videos

ha.... I do a little bit now and then, there's a certain point were I think I'll start promoting it a lot more but I haven't hit that quite yet 
I have high hopes tho! 


I'll be taking notes while watching your video ^_^

Thanks again for playing!

(1 edit) (+1)

>"optimize button"
Yeah, during the video you can hear that I'm a little conflicted about suggesting it.  I can tell that you want customizing internals to be an integral part of the game and it is pretty fun.  I cut out about 5 minutes where I just look at all my modules and tinker around with everything.  And it also raises the question what would the algorithm optimize for?  One player might do a melee focused build, another a gun focused one, etc.  Honestly, I'd say don't make a decision on it yet.  You don't need it right now and it seems you have existing improvements planned already so worry about it later.

Also don't listen to when my comments about crouch on shift.  My only suggestion is to make the player dash/roll backwards (or any other preset direction) if they press shift without a directional input instead of crouching.

And you never hear me complain about the soft-locking system in my playthrough because it's so good it goes unnoticed.  Certainly shows that you put in a lot of fine tuning on that.