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Hey there!  I'm glad you enjoyed it!  And thanks so much for all the feedback!  It's much appreciated!

Yeah so, for some reason the game consistently failed to deploy if the "faces" folder was present at all.  So I knew there were going to be problems.  I opted to simply remove it, and then manually insert it again in the deployed game.  As far as I could tell all of the files were in the proper format so I have no idea what the issue was, but it's a headache I'm gonna have to solve for a stable build.  I'll pry have to recreate the folder and insert every expression one at a time and see which one is causing the deployment to fail. (As a further note, test running the game never has any issues with the faces folder, it was just when trying to deploy the exe which usually means an improper file type is present in the files.)

 The armor breaking is interesting as well.  I can't say I've had it infinitely loop but I'll make sure to look into it.  The additions of various armor types may well have caused some line of the code to get jumbled up by mistake.

 As for combat, yeah I'm still working on balancing that out. The final game will likely include stronger versions of all enemies that replace the weaker ones as you do milestones (Like fixing the bridge, or clearing out the Thief hideout.) As the only solution.  I like that you can go dual daggers and hit twice.  I don't like that you can hold a gun and still attack twice.  But I also think equipping a gun is  necessary to use the skills.  But yeah I too haven't found a viable solution.  On the plus side, ammo meant you couldn't spam abilities like stun shot which you could use to stun lock most everything in the game before lol.  But like you said, being able to hit twice for basic attack makes that almost a moot point.  

One thing I REALLY wanted to include in this demo but just didn't have time to finish was a set of bestiary style items.  I wanted to put them all around the world and they'd teach the player what magical spells enemies are weak to and what certain status effects did and all that.  So checking the Witch's books was the right choice...if only I had finished the relevant items haha.  Next time though!

As for the Hud, that was a very last minute change.  Since new armors were added in, and the original armor gauge was linked JUST to Red's main outfit.  I didn't want a situation where you could be wearing say, the Hoodie, at 20% armor, while your gauge shows your main outfit has 80% and get confused when your armor breaks.   I simply opted to turn the gauge off for this current build .  I think  a reworked version will be added back in though.  Pry without numbers to match the rest of her gauges as just an indicator of how much or how little you've got.

Seriously though I super appreciate this message!  Players like you are the biggest help with figuring out where the real problems are that I can't find on my own, or what sorts of tweaks need to be made since I  know how EVERYTHING works behind the scenes.  And of course, I'm really glad you enjoyed it!  That makes me super happy and excited to get back to work on it!  Please continue to enjoy your time with Project Red!