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(1 edit) (+1)

Thank you for the feedback!

I will definitely admit this game is a bit arcane! Part of that is intentional, but the other part is lack of playtesting. I'll endeavor to make it more understandable in the future, as well as polish up things including the sprites. But I'm glad you like them anyway :3

Unfortunately the scaling thing was something I realized once I actually built the game and surprisingly it's NOT a simple fix for unreal engine games.  I found posts on the epic forums complaining about this from 8 years ago! In a post jam version i aim to fix it but I think I will have to resize all the elements in every widget to do so <_<

And ur right, a dialogue speed slider would be clutch. I should have thought of that--it would have been a quick fix!

I'd say that unreal wasn't the best fit for a game like this, in the best of worlds! It probably made everything more complex as it's not really the kind of games that unreal is designed for!

(1 edit) (+1)

You're spot on about that, lol. For better and worse I like it and it's been my primary engine since I started learning it a few years ago. I plan to make different kinds of games in it. I've steered clear of Unity for Reasons but I may still learn Godot at some point, or make 2D games of this scope in Game Maker instead which I have experience in as well. Notably, this project was also a prototype for a mechanic I plan to add to another game as well, that I'm making in Unreal, which is why I didn't use GM for the jam ^//^;;