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I don't wanna be rude, but the real problem of your game is your adamantine will to not let us play it.

I've reached the third set of rooms this time, but only thanks to your help given in the stream:

- I agree that the normal setting for mouse move>attack is too high

- The secret health powerup it's so invisible that it hurts. I don't even know if the red aura you can see through the wall is intended or not. But even if its there to help you,  the secret button to open the door its a mechanic never explained, and its the same damn color of the wall. As you saw in the stream itself, even if you know it's there it's hard to find.

- This powerup is a layered problem, because after we activate both levers downstairs you lock us off the health station and save point.  So its vital to continue. By your design, we need to fight: a lancer skl, a projectile shooters, 2 proj shooters,  a zombie + skl lancer AND a life or death platforming section in a row. That's unreasonable, I know its not the first level of the game, but then please please make a demo of something that can be a first level!

I was filtered by the last jump of the platform section, (I tried 5-6 times before giving up) dunno if you have coyote time or not, but the real problem are the death spikes.

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>The secret health powerup it's so invisible that it hurts.

Things like that aren't a concern right now. The game doesn't even have any lighting at all. I just threw that secret in there because the thought came up and it was simple to do.

>the secret button to open the door its a mechanic never explained

It's explained later in the level. I never expected anyone to find that button.

>we need to fight: a lancer skl, a projectile shooters, 2 proj shooters,  a zombie + skl lancer AND a life or death platforming section in a row. That's unreasonable

I know I'm saying this as the developer, but all those encounters are fairly trivial in isolation if you figure out the enemies' attack patterns and take it slow, and you have the opportunity to heal inbetween them. If you have the patience, the healing salve is infinite healing.

>I know its not the first level of the game, but then please please make a demo of something that can be a first level

I have a good idea of what I want the first area to be like, and I can't make that until I have the next area blocked out, so it'll have to wait.

>I was filtered by the last jump of the platform section, (I tried 5-6 times before giving up) dunno if you have coyote time or not, but the real problem are the death spikes.

That room was thrown together a bit haphazardly. It was meant to be dark so that you'd have to use the crystal to light your way, but since I'm not doing anything lighting-related yet, it ended up like that for now. There is coyote time, and it's pretty generous, but it's not meant to be required anywhere. All the jumps in the spike room are definitely doable without it, but I guess it's a lot harder when you haven't had the opportunity to get a feel for the jumping.