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Thank you for feedback! Yes, we didn't make cooldown after movement and that kind of hurts. And splash damage is a bug - character is way too fat, apparently. 

You dying on back track is on me... there is a healing room between that boss and trap room, but looks like its kind of out of sight and that is a huge flaw in level design. And yes, it was a spinner turning you around in there.

And yes, we really need to get those volume sliders next time, so people can tune what and how loud they want to hear.

And again - thank you for playing!

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Interesting, I actually thought the no attack cooldown after movement and splash were intentional, or at least could be. If you got more feedback and could see the enemies rounding a corner with a moving swing, it would be quite a nasty surprise for people expecting an easy cheese kill, haha. Likewise with the splash on fireballs, if it were only on some special attacks and telegraphed, I think it would be good to consider!

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For sure! I wanted to create cleave-like ability just for situations like that. But we were running out of time and scrapped what we had (combat system was re-made even, since we felt that we won't have time to make it as we wanted it to be). Splash itself wasn't intentional, it just colision model. We decided to swing with that one, scared of making more bugs in process of fixing :) But bigger attacks could use bigger collisions for sure. Bosses, for example, could have those to stop player from kiting too much.