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I've played this demo many times, one of my favourite games here. That said, I really think the game would sing if you overhauled the level scale and movement speed; it's extremely slow to walk anywhere, lots of dead air. Rooms are chunky and empty and often take up the entire screen, feels weird and like I'd never need to look over into other rooms to plan.

I'd also like terminal shortcuts, maybe binding commands to function keys like an MMO could be useful. Or writing your own batch scripts.

It's kind of between the accessibility of Quadrilateral Cowboy and Hotline Miami, but trying to have the depth of Cogmind and NetHack. But the gameloop is always the same in every level; hack stuff, get thing, go back. Hacking stuff has a cost sure, but if you do it wrong then you basically soft fail the level until you're dead and start over. I don't feel like I can find any crazy roguelike/simulation exploits.

I think you have a ton of potential for more because the aesthetic and ideas are genius, it just shouldn't take 6-10 seconds to walk across a room.

Hey thanks for all the feedback. 

Movement speed is something I've been really struggling with. A lot of people have come to me with similar pieces of feedback. The issue is that when I jack up movement speed it becomes really easy to run past everything given enemy reaction time. The obvious solution is to lower reaction time and raise movement speed along with the player, but doing stuff like this makes the game way more demanding with everyone blazing across the screen. 

I added the ability to sprint (with spacebar in case you missed it) to help with this issue but its not a perfect solution. I'll keep experimenting with numbers between now and release. 

Lemme know if any other solutions come to mind. I'm gonna cart this thing out in about a month and I'm using the rest of my time to adjust things like this.