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(1 edit) (+1)

Solid visuals, nice sfx and all in all a fun experience. Ran perfectly fine at 60 FPS on my low end test system with an iGPU, so thumbs up for an optimized experience.

I guess you are using the post processing stack and turn down the saturation to-100 for the alternate dungeon? Was thinking of doing the same but decided against it in the end.

Missed the ability to strafe and that I could not see the ground of the tile I am standing on (which helps navigation). Movement was on the better side of things but I could walk right through npcs most of the time (not always though) and they would happily walk and chase me through walls. Looks like you are using a navmesh for that, right? That doesn't really fit for an grid based crawler.

There are some technical issues but I have not seen a bug free entry yet (including mine) :)

Well done and thanks for sharing.