Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thank you for playing and commenting.

And yes, you have absolutely valid points. The map is just not good, as it was the part I invested the least time in. Big mistake!

There are two keyholes in the map, they are pretty close together. I should have color coded them or something. The cross plates are HP or mana healing tiles. And the skeleton talked about the heart, but I stupidly typed brain. And then he won´t react at all, because you are supposed to destroy the heart with the press in the north west of the map. And you have to activate the press first. So much hassel to go through. Next time I will pay much more attention to signposting, giving out hints etc.

The QE turning stuff seems to be the default for most games, I am just used to do it the other way around, next year I will succumb to the standard way of doing things ;)

Oh I don't think I ever even saw the second keyhole lol. Ok the press I did find, but I honestly thought it was an obstacle, and yeah I can see how the brain/heart typo can happen when devving in a rush. The health and mana plates kinda make sense then, but I don't think I ever saw a message explaining that? I like the fact they exist though because I did worry at points about running out of mana. Eventually I just kinda relied on refilling mana by levelling up lol!

I've struggled with level design for pretty much all my games outside of the extremely linear ones so I feel your pain. I think the map is at least interesting, which is half the battle of making a good level imo. I did read your reasoning in another comment for not making an in-game map, but tbh I think even a basic top-down view (even if it shows just the rooftops and alleyways) would help in determining how far North/South/East/West the player is. The jams a learning experience though, and I imagine all the feedback has provided a lot to re-examine on the level design.

You could make the turning an option, I noticed at least one other game used the same control scheme so you're certainly not alone in that regard.