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Branno

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A member registered Aug 05, 2020 · View creator page →

Creator of

Recent community posts

Let me know if you have any specific feedback on how the UI can be approved.

The red really blends in with this environment unfortunately. I've added a shader texture to make it a little easier to see.

Is the main issue with the mage boss that the aoe is just too difficult to see?


Also i've been thinking about just attacking an attack command for the dps. I'll probably add that so only the damage dealers  attack the add and such

Thanks for playing. It's good to know that the game was beatable by people other than me. Do you have experience in MMOs?

Also you don't need the map, they just guide you to the exit. The failure of this is being teleported to the boss room. Which isn't really a failure but you do miss out on additional soul fragments and a 5% damage and healing buff for you and your party. I may buff this to also reduce damage taken by 5%. 

Not sure if i want to add a debuff for failure or if missing out of the upside is enough of a failure.

After the artist is done finishing all of the character models, new enemy models will be done to replace the skeletons. This will probably happen in 2025 though.

Here is part 3: 

This is by far the most fun i've had playing a demo day game so great job.

I am genuinely enjoying this game: here is part 2. I plan on finishing the demo so expect a part 3.


Things of note:
There is a module in the messy room and a security desk where where i feel like i could jump over it IRL but because i can't jump in game I have to go around. It's a bit immersion breaking. I think you need to add some glass or some addition barriers to really sell the fact that you have to go around. The environment should tell me what I can do rather than having to focus on the limitations in the game mechanics.

There is a small gap between a water tile in the sewers. 

The pallets (the wooden things) are a too low res even for your game, it breaks the otherwise fairly consistent art style.

The sewers are a bit too labyrinth and samey. It could benefit from some hall marks.

There is a large flesh thing in one of the offices i wasted a bunch of bullets on and wasn't able to kill it. Everything in the game indicates that i should be able to kill it after wasting 12 or 18 shots, I decided it wasn't worth it. Not sure what your intention is but I feel tricked into wasting so much ammo.

(2 edits)

Updated the build again to hopefully fix the white screen issue.

EDIT: It has not, I think you need to restart the game and the issue should go away. I can repeat the issue at least, will work out why this issue has occurred.

Found out what the problem was. The white screens shouldn't occur again for 1st time players.

I can't hear it. But multiple people are having issues with the game having graphical issues. Clearly something is off and I need to hunt down what has gone wrong in this build.

(1 edit)

Fuck, there is an issue with the save system. I'll work out what went wrong and do an update.

EDIT: Save System is fixed but old saves are F'd. If you wanted to continue to play you can either do the tutorial again or paste the text between the lines  in following into the following path
C:\Users\{You}\AppData\Roaming\Godot\app_userdata\Healed To Death\saves\save01.tres

--------------------------------------------------------------------------------------------

[gd_resource type="Resource" script_class="SaveData" load_steps=2 format=3]

[ext_resource type="Script" path="res://Data/SaveData.gd" id="1"]

[resource]

script = ExtResource("1")

game_version = "0.7.0"

data = {

"CompletedLevels": ["LEVEL_TUTORIAL"],

"DiscoveredEnemies": Array[String](["ENEMY_SKELETON", "ENEMY_SKELETON_RENDER", "ENEMY_SKELETON_FIREMAGE", "ENEMY_SKELETON_TOXIC", "ENEMY_SKELETON_HEALER", "ENEMY_BOSS_FIREBONTLIEUTENANT", "ENEMY_BRITTLE_SKELETON", "ENEMY_BRITTLE_POISONER", "ENEMY_HOLLOWBONE_SKELETON", "ENEMY_BOSS_CROMWELL", "ENEMY_CROMWELLSERVENT", "ENEMY_BOSS_ARCANEMAGISTRATE", "ENEMY_BOSS_OSSIFIEDOVERLORD", "ENEMY_SKELETON_FRAIL", "ENEMY_SKELETON_ENRAGER", "ENEMY_SKELETON_FLAMEFIST", "ENEMY_SKELETON_GOLIATH", "ENEMY_SKELETON_SUMMONER", "ENEMY_SKELETON_TORTURER", "ENEMY_SKELETON_BATTLEMAGE", "ENEMY_SKELETON_STALWART", "ENEMY_SKELETON_DARKSTRIKER", "ENEMY_SKELETON_AVENGER"]),

"DiscoveredSpells": Array[String](["SPELL_HEAL", "SPELL_BIGHEAL", "SPELL_INSTANTHEAL", "SPELL_ABSORBTION", "SPELL_HEALOVERTIME", "SPELL_CIRCLEOFHEALING", "SPELL_CHAINHEAL", "SPELL_FLASHHEAL", "SPELL_HEALINGSTREAM", "SPELL_HOLYLIGHT"]),

"DiscoveredUpgrades": Array[String]([]),

"HealerPower": 0,

"PUDamageSlots": 3,

"PUHealerSlots": 1,

"PUTankSlots": 1,

"PermaCriticalStrikeUpgrade": 0,

"PermaHealthUpgrade": 0,

"PermaMagicalDamageUpgrade": 0,

"PermaPhysicalDamageUpgrade": 0,

"TownBarracksBuildLevel": 0,

"TownHallBuildLevel": 1,

"TownInnBuildLevel": 0,

"TownMonasteryBuildLevel": 0,

"UnlockedLevels": ["LEVEL_TOWN", "LEVEL_AREAGENERIC"],

"WorldGold": 200

}

------------------------------------------------------------------------------------------------------

The white screen is a rare bug that i unfortunately haven't been able to work out. It's rare so quitting and restarting should fix it. Do you know what your OS and graphics card are?

Video feedback: 

I enjoyed the game, but i got stuck after getting a metal bar. While writing this comment i realised that i should have checked the ladder. 
(1 edit)

Windows 10 Pro

GTX 1660 Super

AMD Ryzen 6 2600

First time playing the game

Video Feedback: 

I didn't really understand the strategy.

Video Feedback: 

The game was unplayable for me for some reason. I kept trying to use wasd but it felt like 99% of my inputs were lost. Not sure if it's just me or if you have uploaded a broken build.

Video: 

I think I was too busy trying to work out how to turn on the music and skipped some of the dialog. As a result i was very confused about what to do and got stuck early on.

Video: 

I enjoyed it. I got stuck by a bug where things weren't spawning. Not sure what happened. Also not sure why the cooldowns and still recharging between rounds.

A huge amount of changes on this one. It was meant to have new character models but there has been delays. If i get them within 1-2 days i'll update the demo. Otherwise enjoy.

I appreciate your feedback. I have an overworld system but maybe i need to reorder things. I think I valued getting the player started with the game more than i should have. I'll work on the introduction. Providing some where, what and why context for the game.

I got filtered from your game.

Video: 

I'll continue to see what I can do to spice up the core gameplay. I need new models which will help. Hotkey combat poses some design challenges without the game becoming crazy and unfair from the get go. It's a tough line to balance but i'll look at where it peaks and dips.

I've actually had a lot of thought when implementing that specific holy light upgrade, to the point where i've been meaning to change it for around a month. Not sure if you care about my youtube at all but i'll probably make a short video about why the design  of the upgrade failed.

I've had the exact same bug with the exit tracker once and then i couldn't repeat it ever again. I'll spend some time working how what circumstances need to occur for this to happen and implement a fix to it.

Thanks for the feedback as always.

Thanks for the comment. The Shader compilation was done basically a day before demo day so unfortunately i didn't get everything. I get similar results when I clear my shader cache as well. I'll be tinkering with it because I'd like it to be 100% good rather than 98% good.

I failed your first mission. Obviously I was doing something wrong but it's not obvious as to what I was doing wrong when it's your first play through.

Video:

I had fun but the game started to give me motion sickness. I like the look of the environment.
Video: 

I really struggled to succeed at this game. I found I did better when ignoring the elemental bonuses since it let me attack all the time. I felt like I was playing the game wrong the entire time.

Video: 

The combat was easy to work out but there is a lot of information given to me without any context for the first couple minutes of the game that sort of overwhelmed me.

Video: 

Trailer: 

Please let me know if you want the original MP4 file.

Video Feedback: Pretty similar to the feedback I gave on DD51, i'm overwhelmed and i don't exactly know what's going on.

Video Feedback: The core of the game is fun. It definitely feels like a passion project. It also feels like a game that's going to take many years of polishing the rough edges. I hope you know what you're getting yourself into.

Thanks for the feedback.
I just have 1 question on It's a shame that equipment and Stuff doesn't seem to carry over between Levels.
I just want to confirm that you mean when you start a new run and not when you go down to a deeper floor during the same run.

This is really great feedback. I appreciate it a lot. I'll look into getting the things you pointed out addressed.

Video Feedback: I found things a bit confusing

You can cancel spells with the escape key. I have 2 questions that stem from this.

1. Is this a good enough way if you had known the information beforehand

2. Are there any ideas you have on how to better indicate this mechanic to the players?

Thanks for the Feedback.
A couple of notes.
i hate that hovering over someone's HUD in the side menu changes my target

There is an option to changes that
i don’t like that the choice of healer is random
When you upgrade the Inn, you can start buying slots that let you choose your healer

I'll think of ways to nudge players into knowing this passively.

Video Feedback: I hated your game but i can't deny that you've nailed what you're going for.

Video Feedback: Not much to say other than i had fun

Video Feedback: I struggled to understand a number of mechanics

Video Feedback: It's pretty obvious it needs more time and for some objectives to be added.

Video Feedback: I didn't really understand the point game too well. 

Video Feedback: