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(+2)

Hey, thanks for playing.

There will be other weapons in the final game too, so there will also be more options in general.

Yeah, I'm planning on adding something like that. I don't know if I'd want to stop the enemy from ambushing the player due to it, but I understand where you're coming from.

Not a bad idea. My only worry is overloading the player, which is why I save that tutorial for later on.

Glad you enjoyed the differences between attacks in the game.

Would you be able to elaborate on what you mean by smoothing out the wall hitboxes?

I'll consider it. Thanks for the input.

Hmmm, maybe I'll make poison worse. Or at least make the poison enemies deal more poison. Can you elaborate on what about the controls specifically felt awkward?

It was partially intended. Obviously if the AI was better they'd be smart enough to not do that, but for now they are not smart enough.

I'm glad you got all the way to the smithy. I'm unsure about anything saying it was the end of the demo. Do you mean the end of the tutorial?

Thanks again.

(+2)

>smoothing the hitboxes
Going back into the game, it might have to do with the player's hitbox vs the walls.  This pic should illustrate what I mean.  You should be able to do what the character on the right does here:

>awkward item controls
It was probably just a case of too many buttons for me to want to bother to reach for 1 or 2 mid fight or while I'm in danger.  More a personal quirk than a flaw.
>end of demo
Yes, I guess I meant end of the tutorial.  I must have misread.  At that point it was more open and I ran out of time to keep going.  Don't know if there's a continue function, but it might be nice to have that in case a player drops the game and wants to come back later.