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(1 edit)

Thank you for your feedback.

Those collision issues are actually intended. They were inspired by Cat Mario. But I agree that we should put some small visual clues on those trap.

And maybe the down side of the pills aren't obvious enough, so the player may not need to manage the risk of taking pills.

Some pills (ie: the enlargening one) were clearly risk-reward, others (most notably invisibility) seemed to not have downsides to taking them. Offering a sort of guide/tutorial/tooltip that explains each one could go a long way.

The invisible pill was meant to be risky because the player cannot see the character. However, allowing them to shoot without disabling the invisibility certainty destroy the risk. Which we should implement but somehow nobody mentioned that.