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(1 edit)

Thanks for playing and the extensive feedback! ;)

Yeah, I pretty much expected the helmet to be missed, that is one reason it is in the same room as the save station.
The issue might not have been that it was "missed" though but rather no UI indication it can be picked up, but I don't really want there to be many UI indicators in the game other than the main HUD, so this could be a valuable lesson to learn early in the game depending on how many interactable things I put in the game. This helmet is basically kind of a test to see how these interactable things could work.

There is a big issue with the control names as I still think it's almost impossible (if not actually impossible) to know which button is which natively in the current version of the engine I'm using. The problem is that every button is basically a number and that number is different on every controller I've tested (only 3 different ones though), so that number is never the same button on any controller which makes determining which button it actually is kind of impossible. There might be a way to do it, I just don't know yet, I will look into it more at some point.

You almost discovered/collected everything. (max is: 29-30% map, 11% item) These numbers are not correct for the full game though, I haven't updated them in a while, but that doesn't really matter since it will always be the same for anyone playing the demo.

I'll take a look at the minimap and see if that could be changed, the way it works now is just how it ended up working.

The charge beam thing could also be fixed as I think you are right, it shouldn't be like it is now.

And finally, the jumping animation error will also be fixed, not sure how I missed this.

Thanks once again for the feedback, it's always nice reading things like this. ;)