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(+1)

Wow, you know what you are doing! Hotline Miami and some nice difficulty. Good game design, good presentation, good sounds. I like the premise. Maybe the camera should zoom in a little more, or have the characters a bit bigger in terms of proportion with the environment. Keep the good work!

Try to find the sequence break in our game :D

Thanks for playing the game!

I wouldn't go that far to say that I know, but I try :).

There is a "cursed design" problem of combat and exploration taking place with the same controls, and the movement speed is too low for exploration, but would make the combat unbalanced if it would be higher... so...

I won't promise to find the sequence break, but I'll give your game a try RN.

(1 edit) (+1)

May I propose: if you don't see any other solution like drastically changing the game, your last option could be to do both. I explain. During normal gameplay (exploration), the player has a specific speed. Then when there are enemies, the room and characters enter "combat mode" and there you change the rules a bit to mitigate your design problem. The player will understand that in-combat and out-combat rules are different, with different mechanics and different thinking process needed to play.

I was thinking more on the lines of:

  • Reducing directional movement penalty (min player speed is 75% of base speed, currently its 50% while moving backwards)
  • No stamina cost on actions, while not actively being targeted by an enemy

The combat. non-combat suggestion also works, but I think that would move it away from being action/adventure focused.

Not that it's currently leaning one way or the other, or that I concretely decided what direction it would take, but currently I would nudge it more towards Hades or Rune, then Gothic, or KCD, for example.

Still, good solution if the game should take a more immersive approach.

(+1)

I get that! Your potential solutions make sense to me and are worth trying them. My proposal was mostly a "last option" to consider as I said. A couple of prototypes to test the different approaches are probably needed in this case to better get the feelings,

Cheers