Hello Karbuster. Thanks a lot for playing our game!
You're 100% spot on regarding the tutorial. We've got a lot of mechanics that aren't super common/straight forward and some players have found this confusing.
We were focussed on developing the game and the features and trying to add polish where we could. This was our first Game Jam and first time working in Unity, so we definitely overlooked a few things.
On reflection, we really should have put in some more tutorials - even if they were in a basic form. We've started working on a full version of this game, building it from the ground up and we're going to make sure this is included :D
DigiHydra
Creator of
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Hey Artok, thanks for playing! This is some great feedback and we'll definitely take it on board.
The full screen was a little fiddly - apologies for that. If you zoom out a little, you should be able to see the 'blue' full screen button at the bottom which will allow the unity game itself to go full screen and that should solve the issue.
In respect of the hacking minigame, we've had a lot of feedback about how people found this confusing - backspacing should be working as intended, I'm not sure why you were having troubles with that and we'll definitely look into it as we further develop the game. We included a setting in the settings menu for 'E.Z Hack' to help give people a little more time to complete the hacks - both for those people learning the ropes, and to improve accessibility.
In respect of the battles - I fully agree that this is still very rough around the edges. Some of the enemy AI can be very stubborn and difficult to take down by combining turtling and using their heals - especially Akuma Nik for some reason. We plan to add more sophisticated AI behaviours, as well as a lot more combat actions for the player to pick from so that they can overcome different enemy behaviours, though I hope that you can see the potential in the system!
In respect of the CRT effect - Absolutely valid point. We did a lot of work to boost the readability of the text - changing the font, increasing the size and the spacing. But I definitely don't think that we nailed it in this prototype and we'll be working to make sure that it provides that retro experience, but without compromising the readability. And it's a really great idea to include an option to disable that effect! Something we'll definitely look to include in the future.
Once again, thank you so much for playing our game, and for providing this great feedback. I hope that you can see the potential of the game, and will try it out again once we've further developed it! <3
Hey JM! You're not alone! Quite a few people were stumped by the hacking minigame! haha. I'm glad that you figured it out, though. When we make the full version of the game, we're definitely going to do a better job of explaining this one :D thanks so much for playing our game and sharing some feedback.
This is a really fun game! Even though it's a simple premise, the atmosphere is very tense and claustrophobic and the rumbling growls in the darkness are terrifying. I love the variety of powers - and if you survive long enough, you can become strong enough to hit a turning point and power through the enemies. Well done.
Hey Dan! Thanks for the great feedback. You're absolutely right about the combat. We wanted to try to add more feedback for the player so that they could understand what was happening. We started out by adding this in the UI with the elixir and 'action' buttons effects to let the player know what was going on there, but didn't very successfully provide feedback about the battle outcomes. I also agree that the pacing could be better in the battles. We do have some ideas for this going forwards, however :)
Thanks again for the great feedback and for playing our game <3
I absolutely love the style of this game. And I think that the mechanics are really interesting, too. I love that the game ramps up with extra cauldrons and you have to balance your alchemy in the shadows. I didn't realise that at first and ended up getting swarmed! Hahaha. I'm sure that there are a load of things that you'd love to do with this and I think that it's got a lot of potential.
Hello Mick! Some great feedback here - and it echoes many of the things that we've been talking about in the team. This was our first game jam and first time using unity so we fully accept that the game is pretty rough around the edges, but this is absolutely fair and constructive feedback! I'm glad that you can see the potential of this concept, however and hope that you'll enjoy the full version :D
You had me at "Knight" I love a sword & board character and will always support them. Great pace on the game, and I was impressed with being able to bash into the bandits. And that they weren't completely static either, which was a nice touch.
I'm sure that you've got a load of stuff in mind that you'd like to do so I won't provide too much feedback there but the key things for me are:
1. Kill the character when he falls down, or teleport them back up with some HP missing.
2. Double jump!
3. I'd love to be able to attack with left mouse button.
Looking forward to seeing how it progresses!
Hey Platylaza what a lovely comment! We had 5 people working on this 2 artists and 3 developers (one of the developers is also our music guy) We picked up a few assets (UI, VFX and Battle backgrounds) to help flesh out the game. The main time investment was in the battle scene which is sort of the 'climax' of the game loop. Thank you for playing our game.