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Yeah, I kept things very short and simple since I'm still a beginner and I wanted to make sure I didn't overscope. A telegraph for the knight stopping their charge wouldve been good and I feel a little dumb now for not thinking of it... oh well. I would actually like to see your playthrough, I haven't gotten to see any playthroughs of the game yet so I think it'd be very helpful even if nothing seemed to stand out in it.

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There you go then

(The game doesn't have fullscreen so I tried making an improvised one on OBS, but it stayed with those purple borders from the web page lol, altought honestly, I think they look pretty good actually)
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Yeah, the fullscreen wasn't working on the web version so I ended up just disabling it... the downloadable one does have fullscreen, though. I see what you mean about the knights now, I think the bigger issue was that I didn't really make it clear that the rusty knights weren't designed to be faced head on and were meant to be snuck around... it looks like you figured that out for the tower area at least but that first fight with one was definitely rough. Maybe I should have made them immune to damage entirely?

 That one collision bug ~15 minutes in is pretty odd,  I had something like that happen once but I thought I'd fixed it. It seemed like it happened because of how fast you were falling so maybe adding a terminal velocity would help.

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to be really honest, I just really wanted to kill that first rusty knight by sheer stubborness, because I did know I could just sneak past him x3

But yeah, if you want to avoid players like me doing stupid stuff, you should have made him immune, altought honestly, this would take some fun out of him really. I didn't feel like that fight was rought at all (aside from the surprise brakes), I was legit just messing around for the sake of messing around

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Ah... well that's good to hear, I'm glad I designed him the way I did then