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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