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I always enjoy your feedback, PHI! Thanks so much for playing!

I feel guilty having only put so much effort into this one demo. I spent a lot longer on a prior version which features a much smaller, intricate level with a lot more interactions and was more 'complete' vision of the game. This build was more or less just a way for me to mess around with camerawork, seeing what works and what doesn't.  All this feedback i'm getting is actually super helpful and will help me find best practices to use when framing cameras and designing levels.

Deadzone is something I will check on. I think the values are probably too low. 

I will look in to a framerate counter in build. I think in actuality it's the fog planes being animated out of sync with the camera rendering, making the entire game look like it's dropping frames, but there's a possibility that there is something else i'm not catching actually causing framerate issues. 

Pausing was an indev feature, so it's not complete (it wasn't even meant to be pushed to this build lol)

There's a lot of difficult design decisions i'm going to make moving forward, like you were talking about with the combat needing to be simple but not too easy. It's turning out to be a pretty challenging project to manage but I am having fun and I hope you will check it out again in the future!