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I wanted combat to be hard so that turning the power on and off was a viable strategy. I didn't want a lot of UI (for enemy and player hp etc) because it would clutter the screen and seem weird once the power and lights were turned off. So I did have reason for doing these things. I will admit that the mouse sensitivity is pretty bad in the browser, though.

(+1)

It was possible to do it like mine))) The entire UI is switched on and off by elements when the corresponding buttons are pressed (map, tasks, hints). I am also a fan of making tough and complex games, but the public does not appreciate such games, if you don’t pass in 3-4 attempts = rubbish, if you didn’t understand anything for the first minute = rubbish. I recommend revisiting these points.