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Thanks for your feedback!

  • Needs an options menu. You HAVE to have a frame rate limit option with Unreal.
  • -Yeah, I'll work  on having an options menu with graphic settings and keybinds for next DD


  • Why do I have to press E and then select "yes" to pick up items on the ground? Is there a situation where wouldn't want to pick something up?
  • Yes, as inventory space is limited, you might want to check out what item is on the floor but not necessarily pick it up.


  • Dialogue goes outside the text box.
  • I've resized the text, shouldn't happen anymore.


  • What I assume is the ammo count is halfway off the screen at 16:10.
  • Haven't tested the UI at 16:10, will check that out.


  • Having to hold Tab to lock on feels awful. It should be a toggle.
  • Many people are saying this, so now I'm testing out a toggle version.


  • Why have a lock-on system in the first place? Just let me aim myself.
  • The combat system I have in mind is more about selecting what limb you want to hit precisely at a very quick pace, so by having a lock-on I'm getting the aiming portion of that removed, so I can focus on the limb-targetting.


  • Make the player walk slowly while firing his gun instead of coming to a complete stop.
  • I like the commitment to firing that you get from having the character locked in place. If it becomes a bigger complaint among more people, I might look into changing it.


  • Enemies don't clear focus when dying.
  • Yup, that was a bug. Fixed now.


  • How do you actually kill enemies? Sometimes they die in 3 shots and sometimes you can destroy every body part but one before they die.
  • The enemies only die when you destroy the cursed core. It's always hidden inside a random body part. The idea is that you're never certain of how many bullets it's gonna take to actually kill an enemy, so you might be better off just breaking the legs so it can't chase you, or just stun it (not implemented yet) and run away.


  • Walking around a huge area like this gets tedious fast, and these fetch quests aren't very compelling.
  • I agree. This demo is more about testing the systems I have built so far. The fetch quests are the simplest way to test the dialogue system, and the map is a big wasteland of placeholders that will be filled up with content until the game is done.


  • The enemies almost seem like an afterthought. Why are these things just standing around in the street next to some guy whose only concern is being too lazy to walk 50m to get some food?


  • They're there just to test the combat system. Right now they're not that menacing, I plan to add more attacks. Also, big part of the threat is in the actual game you'll be low on resources, so you can't just waste a ton of bullets murdering every enemy in sight.


  • Tried to examine an item in my inventory and the game softlocked.
  • This should be fixed now too. Apparently it was a problem with the combine button? An maybe the return button binding.


  • My HUD disappeared at one point and I couldn't get it back. I assume it happened after pausing/opening the inventory/talking to someone.
  • This is fixed too. Happened because the lock-on button was mistakenly also set as the menu return button, and that somehow was calling a function that destroyed all widgets.


  • You can turn in the USB stick multiple times to get multiple rewards.
  • That's fixed too. Dialogue bug.