Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Hey, thank you for you detailed feeback!

There is actually a way in the game to make blood explosions trigger on every kill, just have to invest enough in it ;).

All projectiles can be destroyed/parried by investing enough in the "damage to projectile" stat. I agree it can feel like an annoying compromise to boost this stat compared to others.

Totally agree about all the telegraphing, the white flashing is basically a placeholder until I work onspecific telegraphing for each attack.

I'm surprised about the performance issue though, I haven't tested the game on a wide variety of setup/browsers, but the game should be smooth and fluid even with thousands of projectiles on the screen. Mind telling me the setup you're using (if it's unusual)? Also are the performance issues during the whole game or when there's many enemies/projectiles?

If the first two things are implemented already, then I think that just needs to be communicated better. I had kind of suspected that might be the case with the projectiles and did invest a bit but gave up when I kept encountering red shots.

As far as performance goes, I am using Chrome. 32BG ram, Ryzen 7 3700x for the cpu, and a 3070ti gpu. It's the whole game, I noticed it instantly when I started walking when I first played and before enemies really got a chance to spawn.

I don't mind the upgrade "procs" being a bit hidden, it makes it fun and surprising to discover them, it gets easier to get them with the bottom shop upgrades. I do agree that the damage to projectiles behavior, wording and color code is a bit confusing tho.

I'm sorry you had performance issues, I have no idea how to replicate or fix it, in my experience even on a very low end PC it should run fine :/

You probably have hardware acceleration disabled! I have it off in chrome for other reasons and getting the same choppiness on all unity games.