Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit)

Hey there! Wanted to tell you that the fixed Demo builds are up! I'm sorry again for the issues. I still don't know what happened, but I've tested the new builds and they don't have any of the issues you encountered. Hope you can finish your playthrough now.

As for the things you said, it's all ok :) like I've said: I'm also a gamer and I've streamed games as well. I know sometimes opinions can sound harsh but come from a good place (want to improve things). In the end what matters is that you liked the characters, the concept of the game and the world we're building, which is my ultimate goal with all of this. 

I'm happy that the quality and polish is there, because I'm very into every detail of what I do. Unfortunately I'm the only programmer and game designer of the project, so I know things can slip away sometimes. But it's important to be open to criticism and be ready to make changes when they're needed.

As for the controls: one of the features that I want to implement for the next update is the ability to fully re-bind the controls. Currently you can rebind most things (like jump, dash, items, cancel, accept), except the arrow keys + WASD. I know that, given que nature of this game, it's hard to adapt the controls to a keyboard / mouse scheme, but we'll find a better solution, I know it. I'll still give that WASD + Mouse idea a shot :) Thanks for the detailed explanation. I also considered the Gamepad sign, because the game feels much better on a gamepad.

About the RPG section pacing, yes. It's really hard to balance pacing between genres. I already added holding down space to activate "Turbo Mode" which speeds RPG battles 4x times the normal speed.

I've also thought of solutions to this problem. In RPG Battles there's an in-battle "Social Media" system which gives you the thing you just said, but it's not fully implemented yet. It will give you special abilities to wipe out enemies based in points you earn from using "trending" attacks (ie using a fire attack when it's trending, trend changes each X turns). But now that I see your idea, I know for sure that we were on the right path with that system. I want to finish it for the new update (v0.4.3). I'll add a task so I also update the demo when I finish that feature.

We're also adding things outside RPG Battles for that section, so it's not all just run and avoid enemies. There will be more ways to interact with things.

And also we're currently working on that big element that ties the experience together for the new update as well. We will also have just one HP / MP system for all genres, so it feels like one big thing rather than separate games.

Thanks again for the detailed explanation and the kind words :)