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thank you for the play and feedback

  • controls -> sounds like you were on keyboard and I wasn’t sure what the typically ‘face’ key layout was for keyboard, so I picked a set of keys that worked for both qwerty and azerty keyboards that were laid out in in roughly the same pattern as the face keys on a controller. Some play-testing/research here is definitely needed
  • no pre-tutoral -> not having a tutorial before the start of the game is a design choice. The one spot were I felt tutoralization was possibly needed, the companion does offer to talk to you and explain it (I think I should increase the zone were the companion offers this conversation, some people might go through it so fast as to miss the dialog offer) but generally I prefer in game ‘hidden’ tutorials to up front ones.
  • bland fighting - I can see this, I am curious how prior game experiences play into this (I started out on NES/SNES games, so this was about the extent of the attack combos/speed, so this feels ‘normal’ for me)
  • puzzles/ending - yah, I hit creative burn out before getting to this part and couldn’t come up with anything interesting during the jam.

Again, thanks for the feedback. Also sound like you didn’t get through all of the death dialogs, the tone does eventually change a bit.