Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thanks for playing it!

The browser version was a hassle to get up and running. Had problems with transparent shaders becoming visible, toggling tilemaps lagging the game heavily, and a random issue, where the mouse would just go crazy.

Desktop version is more stable.

(+1)

So, I played it again and here are some remarks:

  • it would be cool to play the game in full screen
  • gamepad support would be awesome. You basically support every action already, but not the aiming
  • sprinting should be using less stamina or the walking speed should be little higher
  • There were spots where I got stuck, because it looked like there were walls where there were not (I attach a screenshot)
  • I caused a bug by attacking the first armoured enemy, after he just vanished and the music started to be bugge (see video)

I hope this helps! I think you did a great job with that game.

(+1)

Thanks for picking it up again!

  • CTRL+F makes it fullscreen on desktop, it's in the game just didn't have time to properly debug it, so it's not communicated.
  • Gamepad support is also in the game, but needs to be toggled for aiming, but it's a very good idea to have it, still.
  • Agree! Movement needs to be tweaked all around. And stamina cost lowered, on most actions
  • Don't know about invisible walls, so I have no idea about that, but will check nonetheless
  • I unfortunately know about that bug. It's - probably - related to the player and enemies kinematic bodies colliding, and velocity getting transferred, probably launching the enemy to the know borders of INF float and NaN :D. It fixes on the fountain, cause using the fountain resets the enemy positions

Thanks for all the feedback and bug reports!

I'll definitely refer to it if I continue to develop the game after MVM.