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(1 edit)

Thank you, once again, for your very detailed feedback! We shall take some of the things you have said in consideration!

Both my brother and I read this comment together and agree with many points you made. First of all, we practically keeled over in laughter at your description of the weapons, not knowing exactly what a lot of them were supposed to be and how bland they were. Hahahaha, sorry but that sadly will not be fixed as it is part of the janky aesthetic =P   BUT! We will definitely be fixing up those weapons to not be so pathetic. I wanted to have pretty weak weapons on Level 1, but not THAT weak. As for level design, as my brother stated above, we just ran out of time. I meant for the square cul-da-sacs to be two-story apartment buildings, but unfortunately, we ran out of time and my brother was basically a zombie by the time he was done mapping. I was too since I had to adjust audio leveling (which may need a tad bit more adjusting in some places) and had to fix the script to have proper delays. But we promise to spruce up Level 1 to have more places to explore and maybe even more NPCs to talk to, including a hint to the door under the shelf at the Arms Dealer. 

As for the tortoises purposes.... they are the spies, they roam about. It doesn't seem very apparent since this is only Level 1 but their purpose is subtle and stealthy and will be brought up in more detail in the other levels.

Again thanks a lot for playing and your detailed feedback, we are taking note to many things you mentioned, and hope you enjoy the final product. We are also super happy you liked the absurdity of our game and the voice acting! ^^

PS. When you mentioned it felt like a homage to Engymatic's "Out of Order" it never really occured to me but the final product definitely feels that way, guess my fangirl was showing lol