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(+1)

This feels really slick except for some minor things. Switching to another program is a bit dicey, the transition took a minute and the game responds to the mouse even when it's not active. I really wish you fell faster, I'm just sitting there waiting to jump again, especially if I miss a jump. I got stuck in the corner of the wall directly to the right of the first save point, I could reproduce this just by walking into it. It would be nice if I could check signs without coming to a complete stop. This is another game that didn't run the best, in this case freezing for a split second at irregular intervals. I didn't like how the Enter key not only didn't act as accept but backed me out of menus. I'm not sure if this was intentional, but when standing still the hammer swing animation plays twice and consistently holds for a bit on the second swing, but not always for the same amount of time. I wasn't fond of how the dodge roll is always the same distance and required to be used with relative precision despite that. It took a long time to load but actually ran quite well. One curious thing is that it looked weirdly blocked out, and sure enough the 2x view was smaller than my monitor's full screen resolution but only slightly, so in full screen everything was stretched a bit weird. That all might sound a bit major but like I said this seems slick and I like it. In particular it seems to be another deep and expansive game, but it didn't give me a feeling of being overwhelmed by choice like some games.

I've been hearing a lot of complaints about the Enter key being used to Pause/Unpause. When I first got into gamedev it was the standard that nobody batted an eye so it always struck me as odd. What's a more acceptable Pause/Unpause key used these days?

(+1)

I would say Escape is typically the standard, that goes back to Doom if not further.