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Thanks for the detailed analysis!
I feel like you've been snooping on my team. You are spot-on, lol!

•Yes, the walking sound is not 100%, we re-did it 3 times, but ran out of time to get it exactly how we wanted.
•I didn't know about the tab thing, but I think you are right, it was probably leftover from someone testing.
•A completed game would definitely have some sort of journal or tracker, and an in-game menu and auto-saving. But we really were focusing on getting the core game loop working well. 
•All items held are in front of everything else currently. I figured it was important to know what you are carrying, and it was a better bug than the clipping in-front/behind the player character with every step. Proper Z layer changes with items are also on the docket.

For sure! Getting walking sounds right can be deceptively difficult, so I totally get you there. Even worse is you can't really tell how it fits until it's in-game, so I can definitely understand how you ran out of time haha. 

I think the core gameplay loop you have is great! The whole thing feels like a story-book and is something you could probably expand pretty easily, should you want too. 

And you're definitely right that being able to see what you're holding, rather than it be hidden behind everything, is a much better problem haha - I genuinely only noticed it around the market stall, so it's a very small issue from what I've seen.