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(1 edit) (+1)

I played the first level twice, got swarmed by a hoard of skellys.

First impressions, feedback and suggestions:

I couldn't use the spell wheel at all, my keyboard doesn't have function keys and trying to click on the icon with the mouse while something's rushing towards you felt clunky.

It's kind of annoying that the projectiles you fire are so slow, as enemies can walk out of the way, and you can't lead them because you have to click the enemy to fire at them.

Items that you can pick up could always have the outline effect applied, they're easy to miss and walls can obscure things easily.

Enemies that you have line of sight to could have their outline on if they're obscured by a wall, currently they only have it if your mouse is over them. You can be in the same room as an enemy and not see them because you're not close enough to a wall to make it fade out.

Moving, interacting with objects and attacking an enemy are all left mouse actions, so if there are enemies clustered in a doorway and you're trying to shoot at them, if you click on the open door your character will start walking towards it to interact instead of shooting at the enemies. I'd suggest either having another interact control or not making the player walk to a distant object to activate it, only activate if they're in range.

Walls fading out can make it hard to distinguish where the boundaries of rooms are because the floor texture continues uninterrupted underneath. I'd suggest having a shadeless black object at the bottom of each wall piece which isn't affected by the transparency shader, then where the player can walk should be much clearer.

It'd be nice to access the keybind menu during a game session. I wanted to check the controls again after starting and I couldn't. Also rebinding would be good to have.

All in all, impressive, very nice.

(1 edit)

thank you for playing and for the feedback!

>I couldn't use the spell wheel at all, my keyboard doesn't have function keys and trying to click on the icon with the mouse while something's rushing towards you felt clunky.

you can rebind spells in the options if needed. the spellwheel is a bit clunky, though.

>It's kind of annoying that the projectiles you fire are so slow, as enemies can walk out of the way, and you can't lead them because you have to click the enemy to fire at them.

sort of intentional, but anything that someone says is annoying is in my mind bad design, since nothing should make the player want to stop playing. i'll look into it.

>Items that you can pick up could always have the outline effect applied, they're easy to miss and walls can obscure things easily.

left alt! it toggles always-outline-items

>Enemies that you have line of sight to could have their outline on if they're obscured by a wall, currently they only have it if your mouse is over them. You can be in the same room as an enemy and not see them because you're not close enough to a wall to make it fade out.

press X to toggle enemy outlines. from "only on mouse over"  to "only obscured parts of enemies" to "always highlight enemies"

i do need to make this obvious, though. it isn't intuitive nor does a player expect this to exist.

>I'd suggest either having another interact control or not making the player walk to a distant object to activate it, only activate if they're in range.

i never thought about this. i'll look into it.

>I'd suggest having a shadeless black object at the bottom of each wall piece which isn't affected by the transparency shader, 

i tried doing this a long time ago but i remember something filtered me. i'll try again. 

>It'd be nice to access the keybind menu during a game session. I wanted to check the controls again after starting and I couldn't. Also rebinding would be good to have.

you can! esc -> options -> keybinds


thank you for the detailed feedback. it is clear that while things worked ok, they were simply too unintuitive. i'll need to work on the legibility and clarity of what's available.