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Style is solid, shanties made me laugh.

I believe people will be filtered by inability to jump if they don't put points in, even with potions. Order of interaction is a bit counterintuitive, lets take the doors for example. Even if you have the key, basic interaction gives you basic line about the door, in order to unlock it, you have to open inventory and use it in proximity of the door, once you learn that order you can work with it, but imo there should be a check for default interaction.

I could use some sort of a clue on what's usable and what isn't. As the things are it's down to spamming Z button, I'm not saying you should slap yellow paint all over every usable object but there should be some way to tell.

I've managed to spot weird bug in the interaction with Admiral - uncle look at the time -> Sends  you into a loop of equip<=>talk. You can end it by ending convo and talking again.
All in all I believe the strongest point of the game is  your writing, hope you keep up with the updates

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It's not a platformer if you can't jump

Agreed, new parts aren't polished as it's pretty much incomplete. Half of the map wasn't ready and couple of NPCs are still missing to make it for a compelling level and my art sucks. It's too repetitive.

Key example is actually crucial. You're locked in a small room and you have no other way to progress other than finding a key and using it. I'd say it's a good design choice to have your player experiment with smaller, obvious puzzle as that prepares him to understand how to solve other interactions in similiar way. Having a quick use option for an item would just increase the 'z' spamming.

About these clues... please don't force me to make a Witcher sense... but! Looking back at Oblivion your crosshair was changing shape when in close proximity to usable item. I think it would be a good idea to have a little 'inspect', 'search', 'open' tooltips when next to interactible item. I'll look into it.

Strongest point of the game is my writing? Oh... oh no...

(+1)

Witcher sense would be an overkill, same with annoying blinking from RE. There are two approaches I'd favor, one is some UI indicator that you can in fact use the object just as you described. The other is consistently making every object interactible (if it makes sense obviously) even if output is just a toast message with 'There's nothing inside'.

And writing is indeed great, people do have a soft spot for something written by a human rather than a room of writers, keep up the good work lad