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Firstly I have to thank you for your thoughts and a very insightful comment too, you have given a lot of food for thought that has brought to the forefront some very good points going forward in development!

I am glad you enjoyed our take there, it has a lot in common with our Programmer's previous work, but I think it felt more appropriate to almost have this 'pokemon, but you are the one being caught' kind of loop where you had to manage your health, but due to the nature of it, of course the characters can save one-another from peril!

The variation of escape sections is definitely going to have to be where we're really on the ball, because they are as much of a level as the fields of enemies themselves! There are plenty of ideas that come to mind for mechanical variance on them, though only time will tell if they happen to be hits or misses, I do remember a couple of folks from QA remarking how it can be a bit hard on the finger too.

Could you clarify what you mean by clarity in this particular context? In that specific game over I *think* I might understand but I do want to get an idea for what you mean there. 

And I am very glad he writing has been a hit, it probably shows when I make posts but I do have a bit of a habit of using a few too many commas. The writing, however is my passion and it has been great to see it be received so well!

Once again, thank you for your post! Every bit of feedback like this is appreciated and thank you for taking your time to play our game and leave behind such a thoughtful comment!

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