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(3 edits) (+1)

Some people complained that the camera was hard to control when the rotation speed was capped higher. It's hard to hit the sweet spot where it is neither sluggish or hard to control. As for inversion, we can definitely add an option to the settings. We're very likely going to change the camera entirely in future versions, the big problem is this camera is centered around the player; it creates a lot of problems for a 3D puzzle game with complex shapes.

We're also in the process of trying to fix the movement bugs.

Thank you for the detailed feedback, we appreciate it a lot!

It's usually better to have a sensitivity setting for the mouse. Most people who use keyboard/mouse really don't like that sort of restriction, but it could just be a setting.

One thing that could probably help with player visibility is a shader that shows the player through obstacles. Maybe inverts the color of pixels where the player would be rendered. Getting a little complicated, the edges of the nearby walkable boundaries could be rendered in a similar way as well.

(+1)

Two good suggestions, will try to work it into future versions. I'll need to check with the art and programming side on the feasibility of the visibility shader, we still haven't fully ironed out some of the bugs in the core game mechanics. Thank you for the feedback once again.