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I love how clean and simple this is, in visuals and design. You weren't kidding about your programmer being a UI wizard! Love how the charge metre is on both the HUD and the gun itself.

I wasn't quite able to put my finger on it, but the enemies felt weird. Like they were maybe glitching through walls or floors sometimes? Not a big deal, but it felt a bit disconcerting. Also they respawned a bit too often for my taste. It was annoying to clear a room, take a wrong turn, then immediately have to do the exact same combat again.

I like how open this felt. Straight from the beginning of the game, it seemed like there were loads of places to explore, even though it was actually a linear progression (as far as I could tell). Getting that Metroidvania feeling of "I'm excited to be able to go over there" early on was really nice.

Both of us do programming, but my teammate only had time to doe menus and UI and yes he is a wizard at it.

they shouldn’t have been glitching through any walls or anything, bu there was one or two spots were they would spawn in a room you were not in, because the spawn triggers were slightly larger then their rooms, so they would trigger before you walked through the doorway.

As I got playing testing, I wanted to go back and make a bunch of spawn zones, then have them track adjacent zones and only respawn if you went beyond the adjacent zone… so you had to go two rooms away before a room would respawn. I think that would have killed most of the ‘wrong turn - have to refight’ issue while still having respawning happening as you moved around.

Our goal was to move the charge meter fully to the weapons - and instead of a bar, some sort of animation showing how much was left, but that fell on the cutting room floor fairly early when we both had life happen and significantly reduce the amount of time we had.

Thank you for the feedback, the points that felt of are definitely places were this could be improved.