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Sometimes I would miss enemies, because they would be sideway to me and I guess my speed was too high for them to turn around? Was surprised by sudden damage taken from behind that way several times. They also had issues with light sometimes that wouldn't make sprite anything, but black outline - was bit hard to see in dark corners.

Would love some feedback on attack actually connecting - I wasn't even sure how far my ranged weapons could reach and decided to just rush melee to the end as a result. Worked better that way too!

There is also a bug of sorts that I was able to enter into cave mid wall section, I believe one of the enemies did the same - he suddenly appeared next to me in what looked like teleporting maner.

Mobs also moved towards me from 'main' room (I was regenerating in the corner), which made me miss that prompt about it being the final boss. I know its there, since I died first time by being reckless!

But overal - quite impressive that you managed to do whole stat system with inventory on top of it. Neat interface with bunch of interesting actions (like look around). Game is rough around the edges, but looks like it has a solid foundation to be something really nice indeed. I didn't find anything to destroy though! I wanted it so badly too, after reading all those stats :) Guess that is also for a future update... or i missed hidden wall somewhere (like I often do!).

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Yeah, there are several things you said which were reported a lot like the lack of indications and the lights. These would definitely be fixed next update ;)


For the things to destroy, well, it's part of the warning I wrote in the game description about the text lying to you. Since I had to rush the level design like a maniac to make it with the deadline. Hence the walls accidentely placed on "walkable" tiles (hence you crossed a wall and saw AI doing so), the rough edges and the absence of secrets.

But yeah, AIs are pretty much aggressive when they see you. And I gave them a function to quickly calculate a pathfinding so even if you go far, they can chase and find you. Else, it can be just bad luck since when there's no target, I've decided to make them wander in a quite large radius. Which makes their position always different from a game to another but can also end up with them hidden in tricky spots, especially in dark areas or standing on items.

In the future, when the update will come, there would be a lot of changes and the game may certainly play differently. I'll certainly make noise on Discord when this will be ready! There are big works to do haha

But I'm glad to see the UI/Inventory and Stats did worked well for more of players!

Thank you very much for this review!