According to my analitics: This page is responsible for the biggest boost in traffic I ever got on my demo.
DraymaDev
Creator of
Recent community posts
Ah yes the grammatical errors... I need to go and read all the dialog again to catch all the mistakes. Its something on the "to-do" list for quite some time. Same thing with the grapple freaking out sometimes. I can't seem to replicate that glitch but I am hunting for a solution.
For the projectile attacks, parrying the multi-projectile version is supposed to be a high level tactic. The projectiles are slow enough that you can just run past them and still hit the boss with your weapon. Oh and also with the Volley. Whats happening is that you are so close to the boss that he parries and you instantly parry back because you are still in a parry state in the ripost animation. It wasn't intentional but I think its a cool way to speed up the fight.
I will check out the doors and... wait Willstash gives you another gun?!?! I thought I fixed that already. Thank you so much! Without playtesters like you I would probably never catch something like this!
First of: THANK YOU SO MUCH FOR PLAYING!!!
The "checkpoint before traps" was a suggestion that others have also put forward. I will add one right before the first trap.
I am not sure what you mean exactly with the heart pieces? In the collectables tab there is a tab that shows you your health (hearts). The heart pieces are apples floating around in the game.
The inventory also pauses the game so thats the "pause menu" as well. Although I should probably do something about the music still going on at full volume when in the inventory.
I'll look into the healing system. Not being able to heal at full health is a good idea.
***ALSO RESPONDING TO THE REPLY HERE***
The gun missfires right after moving? Just to have more info does it missfire when you walk, run or the speed doesnt matter?
You can hit the books when they charge to instantly destroy them. Its meant to teach a mechanic about "weakpoints" that enemies have in certain attacks. There is like a outline around the weakpoint.
SKELETON MAKES YOU CLIP INTO THE WALL?!?! OH GOD THATS REALLY BAD! Thank you for pointing that out, you are a lifesaver!
Also I might need to rebalance the game because its a massive kick in the teeth right from the bat. Would you rather have enemies do less damage or have more health? (or little bit of both?)
Thank you so much for playing! I'll look into adding more options but the whole game is build on reacting to attacks so doing drastic changes is going to be difficult. Good idea about the more clear parry windows. Maybe something like an outline when you are in the parry state that dissappear when you are in the recovery?
I am going to think this through. Again Thank you for playing and the great feedback!
I think you mean "S"? I am pretty sure I haven't put anything on "R". S is a parry move, every attack can be parried (as long as there is no red sign above your head). If you press S without pressing A or D you parry, if you press S while pressing A or D you do a grapple. When you see those blue circles you can walk up to the enemy and grapple them for big damage. Thats also how you fight the gunmen, just parry their shots back at them.
Thank you for playing the demo so far. Glad you like it!
EDIT:
For attacks you have to watch for the red star. You need to press S at the moment the red star breaks. You might want to practice on the rats at the beginning. For projectiles like bullets just press parry right before the bullet is about to hit you. Good luck! I believe in you. I also will take the feedback to heart!
I had a real life "points at the screen meme" moment when i saw that witch. I remember downloading her myself to start of an old project.
I really liked it but you can feel the lack of playtesting/considering other people playing. Things like the witch moving way faster than expected or the lack of indicators on what to hit. If you know what you have to do its easy but when you dont like a first time player there is some quess work.
Anyways great project!
As someone who is making a game about a plague doctor going on an epic quest to cure a plague this offends me... Just joking of course.
For real except the walking feeling a bit stiff my only other gripe is that it really loosly follows the theme in terms of gameplay. You could say that instead of infecting he heals them and nothing would really change.
This is all great feedback! I am not planning to develop this after the jam but I did have some ideas that kinda got lost in the time constraint.
I wanted to be able to give orders to agents so that multiple could move at once and some mechanic that allowed you to move time with a button instead of having to do something. Something like rimworld. But I thought that it would be too complex to implement in such a short time. There is also an almost finished mechanic where you could hold other agents and chuck them as a distraction but I couldn't think of puzzles for that.
I wanted to have a real time replay but that got lost in not being able to finish it on time.
Cheesing it is maybe not intended but good that it exists. You solved the puzzle, I wont punish you for not doing it "my way".
Also idk what you meant with your other comment about the katana. I coded it to go towards the mouse the same way when a gun fires after it makes contact with an active katana.
IDK if you still feel like playing but here are some tips:
Time only moves when you walk so you can move the mouse and aim for as long as you like to make a plan.
The hero won't dodge shots in the back because... he cant see those lol.
You can shoot the hero to buy yourself time. Even if it doesn't kill him he will still dodge and recover for a bit.
Throwables can be still picked up after they are thrown. Just pick them up before they hit you in the head.
Hero cannot catch guns so you can throw through him.
Katanas deflect bullets, yours and the heros towards where your mouse points. If you are close enough to the hero it will kill him before he recovers from his shot.
THANK YOU FOR PLAYING ANYWAYS!!!
Its a really nice first game but also having to sit through that cutscene at the beginning every time after you one hit die is very annoying. There is a lot things that could be improved on. The camera is a bit too zoomed in which means that sometimes you have to know what is comming if you dont want to die which isn't good with the 1 hit-kill system. The game runs and plays (gamefeel movement wise) fine but also the walls are weirdly sticky. If you keep running towards a wall you stick to it sometimes.
I love the mood. A lot of games in this jam are bright or at least not dark so anything like this really stands out! Also I have a soft spot for things being set at night.
The gameplay is really fun although I admit that I was just spraying and praying with my units and somehow won. Still very solid entry!
You know I always found the idea of a weapon with an ego really cool and that if I ever was in a fantasy world I would want one... This made me realize that the weapon could also get sick of me and fuck off leaving me defenceless. Thank you for the wake up call. Now I know what to not ask god for when I get isekaid.