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I found slider finicky when you just want to quickly switch to e.g. respect 4. It's one click, vs click and drag.

I thought stepped sliders were clickable. Either way it's just a small cosmetic thing, the buttons work.

I assume you mean they break momentum because you miss them. The momentum from bouncing and sprinting is better than just running.

Well that and in order to not miss them I start looking down and adjusting my speed to make sure I do hit them. I'm never quite sure I'm gonna hit a crate when I just run and jump at it.

I guess you would still want me to increase the base range, huh?

I would. The way I see it the base gameplay should be extremely solid and modifiers like seals should be there to spice things up, not to make them bearable.

that gif

How? Let me guess, it's a seal? For this I guess I can see it. I was thinking in the opposite direction though, after pulling a lever I wanna see what it opened.

I guess when it comes to height, my best tip is; crouch jump into ledge grab is as good as using mana for an air jump. The difference is you might not always have your hands free.
If you could tell me which room/part of the dungeon you think you got soft-locked that would be great.

Yeah it was rooms with high walls that I couldn't get over. I had completely forgotten about the higher crouch jump. The game just throws so many mechanics at you at once.

Do you think the difficulty spike is due to the room types that appear there, or the layout (it introduces just one side path between two heart rooms)?

I'd say a bit of both. The biggest obstacle I found were the new large mirror rooms. Maybe just introduce larger dungeons and harder rooms separately.

Getting hit by traps, lava, failing main objectives, and having more gold than your gold cap. Running out of time has the worst penalty, which is why going back to the entrance is much better, than risking completing everything when you know you

I see. I think It would be better if you could only lose money that you collected in the current run though. Going into the dungeon to scrape together 25 gold so I can unlock the trait I need to get bunny girls only to see the gold counter go down every time I exit is just frustrating.

Maybe the game could also nudge you to buy beneficial things at the start. Remember, the main problem was that  I wasted it all on costumes lol

I would. The way I see it the base gameplay should be extremely solid and modifiers like seals should be there to spice things up, not to make them bearable.
I get what you mean. I want Seals and Meta progression to feel really good, but I guess the base range is too short. (I want end game for you to be able to grab a crate that is on the other side of a room).

How? Let me guess, it's a seal? For this I guess I can see it. I was thinking in the opposite direction though, after pulling a lever I wanna see what it opened.
Yeah, it is a seal. I see what you mean. I though at best I would be willing to pop up a text with "something has changed" ha ha.

Yeah it was rooms with high walls that I couldn't get over. I had completely forgotten about the higher crouch jump. The game just throws so many mechanics at you at once.
Yeah, crouch jumping is very important. I gotta do a better job at highlighting that.

I'd say a bit of both. The biggest obstacle I found were the new large mirror rooms.

Damn, I did not expect that answer. At this point the Baby Steps templates should be going to *10+. Most testers I saw play for one hour are still on Baby Steps+ or ++. I am not sure how I feel extending the "beginner" part of the game. There are so many different templates after players are done with Baby Steps templates, and hardly anyone gets to see them. Later on I want to introduce a sort of a "quest system", but that would mean it should show up after like 10 hours into the game... I want this to be a long game, but it raises a question of how long a game should take before it stops introducing new systems and the player stops feeling like a beginner.

I see. I think It would be better if you could only lose money that you collected in the current run though. Going into the dungeon to scrape together 25 gold so I can unlock the trait I need to get bunny girls only to see the gold counter go down every time I exit is just frustrating.
You can unlock a Treasury Visit Action Card by buying Mimic employee, which can be used to store gold inbetween runs, so you wouldn't risk losing it. Pretty much every small dungeon has more than 25 gold, so I thought it would not be a problem to unlock Bunny Girls (I lowered her price, but I guess it was still not enough).

Maybe the game could also nudge you to buy beneficial things at the start. Remember, the main problem was that  I wasted it all on costumes lol
Bunny Suit costume costs no Gold, so that was not the problem in your case. I tried to highlight the importance of unlocking female guests at first, because they are needed for Magic Mirror objectives. I think what I am going to do is lock some reception tabs, and unlock them gradually.