Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Thanks for playing, as always, and for the thorough feedback! Glad you enjoyed this smaller entry into the series.

A couple specific replies:

  • The combat should allow to click and drag. When you click, an internal timer starts, and the faster/further you draw, the longer the paint stroke will be, allowing you to hit multiple enemies at once. Enemies crossing the trail after it's been painted will not damage them however, you have to nail them while dragging. It worth noting that combat was one of the most paired back elements in the whole game unfortunately. If I reuse this framework (and I might, soon time-willing0 I'd like to revisit and improve it.
  • This one is potentially spoiler territory, so if anyone's reading this without playing the game yet.... stop now... ok...... so, the implication with Paisley's mother is that she died from either childbirth or illness that coincided with childbirth. But if it all seemed a little vague, that's 100% intentional.  To be explored in a future game, though not necessarily anytime soon...
  • I'll have to think about the art-style going forward. I was intending for the backgrounds to contrast the character style so the characters would pop. I also fully admit that in additional to enjoying manga-style black and white characters, it saves a TON of time. I'd do the BGs the same way, but I felt like it would all blend together. It works better in manga since each panel is carefully crafted (and sometimes has no background at all). I think you may be the first to bring it up though, so I may just stick with it. We'll see hehe. 

Thanks again! I really appreciate the time you put into all this feedback, it's very helpful!

(+1)

Honestly I'd love to see more smaller, more experimental entries in the Basin Lake series going forward. I don't know if all of them will work out, but I think there's room to explore with less risk there.

  • I did get that I could paint across multiple targets, but it didn't really seem worth it to do so over just spam-clicking. Maybe something to tweak in the future. I absolutely get that combat is something that had to be pared down to limit the overall scope.
  • I'm still not a fan of this sort of vague storytelling in general, but if it's setup for something later, then I'm willing to reserve judgement until the possible future payoff.
  • I think the mix of art styles struck me as dissonant and odd because in some ways the backgrounds are "nicer" than the foregrounds. In particular, they have colour and shading, while the manga-style foreground graphics have no colour and only pattern shading. I think the paper texture and hard outlines present in the foreground graphics (both portraits and UI) clashed with the much softer and more natural backgrounds a bit. It might also be because the background elements have a hand-drawn look to them, while the foreground elements look more synthetic, probably because of the pattern shading. I do think a mix of art styles with the foreground standing out from the background can work, I just don't think this particular combination was the best.