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(+1)

Thanks for playing!

I'm glad it didn't disappoint, I was shooting for a really wild game and was worried it might miss the mark lol!

Yeah I know about that possible exploit, I did initially have the enemies be disabled at the start but for some reason that really messed with their ability to detect the player and attack them at the proper time. This resulted in the player being able to just stand on the platforms and shoot at the enemies to their hearts content, which was an even worse bug I think because it made the combat woefully boring. I will have to address it, but that'll likely be after the jam.

Your suggestion isn't a bad one, but it would also require a significant change in how damaging enemies is handled. Because currently those frozen enemies just have the same boolean value checked as enemies who are plunged or staggered.

The fact that's your only major complaint is a great sign though so I'm happy you enjoyed it! In fact your feedback on Stalewater's combat is part of what lead to this game being so intense 😂.

Thanks again for playing and mentioning the nitpick!

(+1)

Because currently those frozen enemies just have the same boolean value checked as enemies who are plunged or staggered.

just add another boolean xddddddddd /s

Anywho, about that point regarding Stalewater: the pretty fricking great combat in this game honestly made me completely forget about the somewhat meh combat of Stalewater, at least until you reminded me about it in that reply of yours. Whether or not that is a good thing or a bad thing is up to interpretation.

(but I did appreciate all 4 of the One Button-shaped references to Stalewater at the end of the game regardless)