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Black Garden Studios

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A member registered Feb 19, 2019 · View creator page →

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Yep, fall damage is a mechanic we're adding in the next build

We don't have a release date confirmed yet. We've been radio silent for a while, but that doesn't mean development has stopped! We're just really focusing on internal development right now, we should have some news in a few months.

Thank you so much for this insightful review! Consistency and clarity in combat and stealth rules is definitely something we want to hammer out in the future, and your points about stagger rules and AP management are especially noted.

Right now the future intent is to make the prisoner strong in small encounters but weak vs large groups to create a combat system where positioning and choosing whether to act aggressive or not is key to being successful. This means more prisoner abilities that focus on traversal and disruption as opposed to crowd control AOE abilities that are more suitable for monster gameplay; the final concept being that you spend prisoner form playing as a guerilla fighter, building up strength to transform into monster form where you can finally confront armies of enemies face-to-face. We have a bunch of ideas for future abilities to add to the game so hopefully these will address some concerns about combat. 

Stealth is still very much a work in progress. A lot of the hicupps we run into right now are from AI and level navigation in general, a goal for us moving forward is to make enemy behavior slightly more predictable in regards to how they react to certain events. Your suggestions of better stealth visualization and indicators for alarmed guards is great.

Overall a very detailed and informed review, and we greatly appreciate it! I would love if you stuck around and provided us with feedback on future iterations of our game, it would help us out tremendously. Thanks!

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Thanks for letting us know, we'll have a fix ASAP!

Edit: We tested it on a mac machine and we didn't run into any issues. The only error might be a security warning not letting you launch. Quick way around this is to right click on the file then open it

Yep, those are all things we want to tweak a bit more so stealth and alarms are less frustrating. Generally we want to get to the point where if an alarm is rung you have to make a decision between fighting your way out or running, and the decision may not be clear every time.

Ledge grabbing is being worked on and assimilate will regen an armor value in the future. Thanks for the feedback

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F on the keyboard should open doors. The first iron door on the left when you spawn in is locked, so you can't open it. There isn't a graphic to show this yet so it may confuse some people

Thanks for the feedback!

A couple of responses to your notes-

The special meter is intended to fill up from dealing damage rather than waiting for it to passively regen. The mechanics of AP regen could change in the future. Could you expand on rolling responsiveness?

The hitboxes on the whip are finicky, yeah. Right now only the apex of the whip strike deals damage, and anywhere other than that either misses. We're going to change it so that the whole length of the whip deals damage, and the apex deals a critical hit.

Good point on the center hud, we'll change it. Ditto with UI feedback

Yes, exactly. We're planning to add a skill tree that allows specialization in a variety of playstyles, including one revolving around managing an army of minions. We already have a handful of different minions types we'd like to add in the future. The skill tree will use points earned through player performance during stages.

There will be a camera feature where you can look ahead in a certain direction in the future.

Thank you for your review of the game! There will be multiple types of demons available to call upon if you wish to pursue the summoner's path.

Thank you! You can press H on the keyboard to toggle the UI when playing either level.

the game works on any gamepad as well as keyboard.

Thanks for the kind words! We're chiefly aiming for a release on Steam, as well as console releases on Switch and PS4.  We want to get as many people playing this game as we can though, so no platform has been ruled out.

making changing direction and canceling into other animations easier is something we are addressing in a demo update, and the number of enemies when you're in prisoner form is also gonna be more forgiving. Thanks for the feedback!

duly noted, thanks for the feedback

gotcha, thanks for the feedback!

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cool, great playthrough! (I also love the video thumbnail, haha)

Mac build should come in the next day or so

awesome! glad you guys had fun!

glad you liked it!

Thanks! Polishing up the UI in general is on the todo list!

That's awesome! I laughed really hard at the "Peekaboo!" part.