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Thanks for the feedback. Here is somethings i would like to make clear:

-I will build to PC later. It's just more practical to play on browser when this current build got only one level. 

- Font is a placeholder (its the default font from the engine. i need to make my own or find a font that can be used in commercial projects).

- I'm not sure about the mute bug. It's probably a weird interaction between the build and the browser you used to test the demo. I've tested myself on firefox and chromium and the mute tab feature worked fine on both of them. This bug is forgettable, because the web build is just temporary.

- Yeah, i will change to R to restart. But the restart button is temporary since i will make a pause button where you can restart clicking on a button there.

-The pinned dragons on ceiling is fixed now. Later builds that i upload there will be fine. (thanks for letting me know about that)

-The part on the level where you need to go on reverse is intended. Some levels in the future will have some slow areas/reverse areas, but most of them you will always go foward (and go fast).

On this level case (it's the first level of the game), i placed the reverse part for 3 reassons (like i replied to the mqdev's commment):

>To teach about a mechanic that i will introduce to the game later (something like FTL's pursuit fleet that can catch up with you and strong monsters will start to spawn next to you. This mechanic is inteeded to make the player always go fast, or else things get difficult.)

>If you go at a slow speed (its rare to go slow when you are going forward, since the game incentivizes you to go fast), the normal monster on the ground can hit you even if you run them over.

>On the area where you go on reverse, you can see the next floor above you. You will probably see the flying monster. This makes the player to get introduced to a new type of monster at a safe distance, and he will get ready for it.


And thats it. Thanks for testing the demo and letting me know all this.