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(+1)

Thanks for your comments! Yeah, we'll certainly have a look at the movement. The 'interact' is a bit tricky. Part of the reason for having a controllable character was to try and avoid the pixel hunting you get in a lot of traditional point and clicks. Obviously stopping everywhere is similar but making it obvious what's interactable on a screen might make things too easy. We'll have to have a think about this, and your other comments. Glad you liked it :)

(+1)

Could you hook it up to a proximity sensor that just toggles the visibility of the icons if the character is, say, ~2 feet or less away from the interactable? Or would that still make it too easy?


One solution that I've seen some more 'traditional' point-n-click games use is to make a little periodic twinkle, just a little subtle one, on stuff that can be interacted with. I'm not sure that that solution would work as well for 5DD though, if only because of the art style. But perhaps something along those lines could be workable, a tiny animation, or even a fly circling around an item you can pick up, idk, it's your game and I'm just spitballing here lol.

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Spitballing is good! Think I'm gonna take tonight off, and coder Mike and I can talk it over for the main demo build and see what we come up with. It might be that this would just be less frustrating if the character's movement was changed to come to a dead stop before the walk cycle was over. There'd be a trade off with the animation quality though. There always seems to be a trade off!