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(+1)

Hey, thanks for playing.

Tried it on keyboard this time and I fell down a lot fewer cliffs as a result.

There's legitimate pros and cons to each control method. Glad one is working better for you.

X for target feels a little awkward when there are so many unused buttons like V or B that you could hit with your thumb at a rest.

This is an interesting one to me. I've never even thought of trying to hit V or B with my thumb, and attempting to do so feels extremely awkward for me. When I try to do it I accidentally hit space as well half the time. I hit V and B with my left index finger, and the travel distance to X with my middle finger is a lot shorter. Definitely glad I have key rebinds because of that.

ALT makes my machine make BING BING BING noises when I press any other button afterwards. Once I got used to hitting a direction then ALT to run it wasn't so bad, but it was a rough start.

Yeah I've seen other players have the same issue. Some people have more success setting SHIFT to sprint.

I wish hitting run again while running let you stop. 

I'll add that as an option.

Dodge is still labeled dodge/run in the controls menu

Thanks for the reminder, I'll fix that.

Having to gather materials to make your basic healing and stamina items is a little overkill imo. I think it'd be better if you got the materials for those two as part of the tutorial, introducing the crafting system. I never managed to find the final ingredient required to make rations despite being all over the island several times and it was very annoying.

Yeah, I think your experience could be improved with some modified level design for sure. As for the rations thing, I take it you couldn't find the rope. You need to craft the rope yourself. You likely found the required material for it if you went all over the island, just missed crafting it. I've already added a post DD 54 feature that points out when stuff like that can be crafted specifically due to many players having the same issue. Hopefully it works as I intend.

It's a bit weird how this shipwrecked presumably-American tourist uses native Hawaiian terminology for everything in the menu.

Yeah it's a little funky. Part of the goal of the game is to be true to Hawaiian culture in various aspects, but the tourist getting shipwrecked aspect actually came first. It could all change in the end.

I was in a situation where I cut down most of some grass blocking my way, then aggroed an enemy on the other side. I wanted to see if I could bait it into cutting the grass, but it didn't attack me (because I was out of range? I got one of the bardiche enemies to do it just fine later)
BUT I could grab the enemy from across the grass tile without cutting it. Maybe needs a "don't grab enemies through walls" check.  Here's a picture of me grabbing the enemy with telekinesis.

Ah yeah, I never did check for wall clipping stuff for attacks. I need to fix that.

The radial menu for selecting items is new, isn't it? I like it, excellent implementation.

It's not new, but I'm glad you got use out of it.

Also very much like the shark-tooth sword. I look forward to seeing what you're gonna do with the other items to make them fit the aesthetic.

Leiomano are extremely cool weapons.

Enemies in the overworld are very easy to bypass compared to how dangerous they are to fight, seeing as they don't seem to reward you with anything other than XP for killing them. The bardiche dudes at least could do with a little less health.

That's all kinda the intention, though I think it'll become better communicated as time goes on. As the dev I find fighting most of them pretty easy so long as I at least have the leiomano, including the bardiche guys. I'll always want fleeing to be a viable option, because I want enemies to feel dangerous, even if it's an RPG.

Once again, thanks for playing, and best of luck on OBF.