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(1 edit)

-Physics grass is cool, but it still reminds me of pool noodles/carpet.

-The chain on the magic seems weird, it causes it to get stuck on walls and to unstuck it all you do is double tap spacebar. Guess it's a way to keep it close to the player so it can still be a danger to one self.

-I could still control my magic while in the upgrade selection. Accidently reset it ontop of me then expelled a bunch of fire lol. I think I died cause then it glitched out and wouldn't let me select an option with E.

-Second time I play I get to the first upgrade but then while paused all these gobbos spawned on the beach. Intended?


Before I could select a new upgrade this happened...



So yeah it does look like a bug then. I couldn't alt f4 so I killed it via task.

-Third try's the charm? No, I accidently reset after trying to figure out what key besides E was to select. It doesn't make sense to choose an upgrade with enter considering you only taught the player about E as an interactive key.

-Finally managed to get a couple of levels into a run. It was decent fun, but the red gobbos were very hard since they get on your tail and you're in a lose lose of maybe immolating yourself or getting pecked at. 

(6 edits)

Thanks for playing, and for the feedback!

The physics grass is long due a visual upgrade :)

Yeah, the chain is experimental.  I have plans to ameliorate the wall issue.  You're right about the motivation behind it; the physicality of the chain also allows for some interesting techniques - for example, if you hold left click in the distance while out of casting mode, and then activate casting mode, the chain's quick movement while spawning will blow a powerful gust of wind in a line from yourself to your mouse cursor, which you can use to blast enemies or accelerate yourself.  I'm not sure whether I'll keep it, but if I do, it needs to be less janky.

Thanks for the bug reports.  Turns out that mass spawn bug happens if the upgrade dialogue triggers on the same frame that the enemy spawning ticks.  Just a stupid mistake on my part!

Yeah, the red gobbos are maybe too fast - you *can* outpace them by blowing yourself along on the wind, or blowing them away, but I'm aware this capability isn't really signposted, and without it they're pretty intractable.  Probably enemies should ramp up in speed more gently.  The next DD needs a better tutorial, a proper UI system, and generally better robustness.

Thanks again for the helpful comment!