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(+1)

This was quite fun, and the vibes were immaculate.

The speed of movement felt right, but I think turning could be a bit faster and a minimal action queue would help keep it merely pondering rather than annoying. The combat was decent, although it was a little hard to tell when I was in range to hit with the knife. Enemies clipping through objects also made it a little hard to line up with them, and I think one of the merfolk was stabbing me while facing other directions.

Here's my no-commentary playthrough video:

Thanks for playing, I'm glad you enjoyed it!

The atmosphere was by far the part I spent the most on so I'm happy to hear you liked it.

Yeah the movement is gonna be polished up post-jam, I tried to add turning while moving but it ended up being even more broken so I axed it for the time being.

The combat is very broken at the moment in a few respects. Most obviously being that enemies don't stop on the tile next to the player like they're intended to. I also didn't have time to add pain animations or sounds to enemies when they're hit. The only feedback at the moment is the little stab sound and the blood puffs, but since enemies just keep moving into the player that's often obscured. The enemies are supposed to be in range when they're almost in the center of the neighbouring tile, and I noticed a couple times in the video there were a couple hits that were just slightly too early. But of course since the enemies don't stop that's kinda impossible to tell. And due to the raycasts used for player movement and attacks not detecting any colliders they're inside at spawn time, you can't hit enemies when they're right on top of you.

The enemies clipping through objects is caused by the A* map generation falling victim to the same raycast issue as the attacks. The tiles next to those turbines detect the turbine tiles as being not navigable, but the turbine tiles can see the surrounding tiles, so a link is formed between them.

And yeah the enemy attacks aren't directional, I tried making them directional, but it somehow led to enemies just turning perpetually so I left it as is. I knew the combat was bad well before the jam ended, I just made the executive decision to focus improving everything else since I thought it would be better to have crappy combat and a great atmosphere vs ok combat with a bland game.

Also looking at the video I think I'll have to mention in-game that there's continuous movement, everyone I've seen play it presses move manually each time. I imagine it gets sore on the fingers lol. Also I really need to better explain what the ghost anomalies are, half the videos I've seen players miss the first one or two.

But thanks again for playing and the feedback! And extra thanks for the video, it was incredibly helpful!

(+1)

I think I did check for continuous movement and noted its existence, I just generally prefer not to use it in most cases.