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it's a pretty cool game, I really like all the little dungeoneering mechanics like food and having to figure out what all the magic items do. The art style makes me think of it like an alternate Underworld: Ascendant that didn't buy into its own hype and was actually well thought out and fun to play.

I'm the kind to get really attached to a piece of gear so having to constantly switch weapons is not my cup of tea, even if it makes perfect sense mechanically. Some other design feedback:

  • Please don't restrict the mouse in Fullscreen Windowed mode, or in Windowed mode at all. There might have been an option for this, to be fair I didn't actually look properly.
  • Good thing keys show up on your map or I never would've found half of them
  • There's no way to back out of the character select after you die, I had to just kill the program.

I appreciate there being a Linux build but it was chock full of graphical artifacts. I posted a webm in the thread of some awful flickering in model animations, here's also a screenshot of the font spidering out all over the HUD.

  • The options menu also had both tabs showing up at the same time until I clicked on one.
  • I had what looked like a flame model clip into me as soon as I spawned

Thanks for playing! I am trying to work all the UI issues out.

Could you expand on why the mouse restriction is an issue in windowed mode? It should unlock your mouse when you are in a menu; but if it's not locked during gameplay, you would constantly be clicking outside your window as you drag the camera around to look.. at least that is the case on Windows.

As for the graphical issues, i can't really debug why they happen, linux builds are not that reliable.

Oh, I mean it's still locked even when in a menu. It might not be like that on Windows but on my machine if I pause I can't move the mouse to the other screen to take notes, I have to explicitly tab away from it. It was like that in both Windowed and Fullscreen Windowed modes.

> i can't really debug why they happen, linux builds are not that reliable.
Yeah tell me about it. Unreal had to dragged kicking and screaming to Linux for cloud services. With Unity I don't think you can even look at the platform code.