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played through it again

very nice new cover art, i especially like the posing and the tiny cultist in the back!


the manlets are growing more powerful, they're getting dangerous


i like the new animations and (new?) SFX. i forgot if the enemy voices existed in the last version. also, for whatever reason SFX volume was set to 0 at boot - i don't remember ever setting it at that last time in case you use PlayerPrefs. not a bug, but i thought i'd mention it anyway

the enemy behavior is changed for the better - they don't run away as much and their moveset is good. i like the lunge attack and the finishing blow, it's very nice. the finishing blow is still as punishing as ever, though. even if the windup is slow, getting knocked down means instant death since by the time you're about to get up, you're dead. perhaps some sort of roll move, to avoid the death punch? either way, the difficulty also feels a bit easier, which is good. i'd still tone down the enemy movement speed when they're backing off a bit, since playing cat and mouse while protecting an orb is a bit annoying, since pursuing an enemy (which is encouraged by their backing off behavior) leads to a clever enemy sniping the orb. while these are "correct" enemy tactics, playing against those as a player is always annoying, since the proper move would be to not pursue and wait for them to approach. waiting is boring, i want to punch clones of myself to death instead! i guess that's why there are orb-less modes, but again it goes against the intended design of the game.

there were also some errors i haven't noticed before, such as
>jumping as the player messes the arm positions halfway into the animation
>falling down reveals the character's large bald spots
>the giant pillar is considered normal terrain for the enemies - they can walk up it at great speeds as if it was flat terrain. the player can also jump along it for a bit, but i can't reach the top like the enemies do

as always, keep up the good work. eager to see how this develops more in the future

Glad you like the cultists! They'll probably not be as common in future versions, so enjoy while it lasts.

(the womanlets actually are significantly more powerful now that the hit detection lets them smack you in the knees - they were missing a lot of attacks previously due to just swiping below the player's hitbox)


Thanks for the heads-up about the SFX at 0 thing. It very much was a bug, since it's supposed to default to .15. I'd messed up setting default values when there's no save data - trying to talk to the audio mixer before it's had time to drink its morning coffee, so to speak. This is the first version that saves user preferences (it's a JSON file in the appdata, though, not using Unity's userpreferences). I'll upload a fixed version in a bit.

Regarding rolling on the ground, you'll be thrilled to hear that it's already in the game and I just don't explain it very well. Just dodge while you're knocked down and the player will merrily slide along so you can avoid the finishers.

The cat and mouse thing is something that I've been wondering how to fix as well. I've got a few ideas, but none of them made it in this time.

>jumping as the player messes the arm positions halfway into the animation

Messes how? If it's that she starts moving her arms like she's walking when she gets close to the ground, that's a known issue, but if not, could you elaborate?

>If it's that she starts moving her arms like she's walking when she gets close to the ground, that's a known issue

yeah, it has a frame or two where it just jumps from one position to another when she's close to hitting the ground, it's not very noticeable and only happens if you're walking and jumping. if you jump standing still, it doesn't occur.

keep up the good work