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i'm afraid to say that your latest build does not seem to be as polished as your previous one.

it's way too easy to clip and end up on the platform above you while trying to clear a smaller jump

the music eventually stops and doesn't loop

why is shift the default for jump?? i understand that by leaving the option of changing the keybinds you are allowed more "creativity" in your control scheme, but this choice is going to be absolutely baffling to 100% of your players.

at least i found the little guy undeground. fit snugly in my pocket.

(+1)

Previous demo had similiar problems with clipping so intelligently I made all floors flat and thin, and enemies can't get stuck in weirdly shaped level. I hae to add collisions on top of the Dirk's head.

Music shouldn't loop. I mean, it's a pretty slow and uncanny track, listening it more than a handful of times would be grating. I was fighting with myself if I even should add it. One track without a loop seemed like a sensible compromise to me.

And what's wrong with shift? I'm more of a jump on 'z' kinda guy myself, but having all three buttons pretty important I didn't think that either 'zxc' or 'azx' would be comfortable. Shift is pretty long! It fits perfectly for a ring finger! Would it be better to have it used for interactions or attacks? I don't think so.

Did you bring the guy to the mother? You should, you know...