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(+1)

Not a huge fan of the Point of view. Would have liked things to feel a little more intuitive.

(+1)

We did debate going to a more classic fixed view with 8 direction movement but figured we'd try something new. To add insult to injury, the assets we had on hand don't work  very well in this spinny configuration. I completely understand the preference, this does get a bit hectic. As for intuitive, the tutorial is a bit... wordy. And the hand controls are a bit awkward, but we figured it would more represent the crippled nature of our anti-hero and focus on the one remaining hand. Perhaps a slower paced tutorial with more focus would be appropriate for a longer game. As well as some more visual cues, as we're heavily lacking in the animation department. Thank you for trying the game none the less! :)