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Thanks for playing and the detailed feedback.

  • Yeah, I had hubris about the performance of the web version. There's a windows download now. I was hoping that by having a web build people would be more likely to play it.
  • It definitely needs a lot of tweaking, the collisions are wonky as you said. I'm not sure about getting rid of it completely- but I will play around with it and see what feels better.
  • That's really good advice- I opted for "the whole world pauses" approach to dialogue but it doesn't need to be that way.
  • I've (hopefully) fixed this bug, thanks for reporting.
  • Hm- I could try tweaking air control a bit. I think locking you into momentum while in air should probably work. You're right that it is odd you can move around like that in mid air, I didn't even notice while testing these last few weeks since I started.
  • I want to find a balance between "hit a button to mount a ladder and slide up and down" and freeform BotW style climbing. The reason I'm not just locking the player to a ladder rail is because I want climbing to be somewhat difficult and skill-based- but maybe only for climbing something you're not supposed to climb. Ideally, people would be a little stressed about falling off a sideways ladder. That's a tough balance to strike so I'll keep tweaking.
  • I think there could be more context sensitive actions- like how an adventure game will sometimes allow right clicks to be the most likely/common action. But I don't want to scrap the intent system entirely, as I plan on adding a lot more complex systems where it will come in handy.
  • I was hoping people would try this in lieu of any other way of crossing that gap.
  • Totally fair- thanks for playing.

Appreciate your notes, I will play through your game shortly and provide feedback.