The approach to 4th-wall break is very different from games such as DDLC. They would frame it as a plot twist, here it’s a fixture of the story, brought up very early on and very casually. They would attempt to “bridge” the real world with their fictional world, here it completely shifts the focus away from the fiction, and wholely redirects it onto the reader. Don’t get attached to this world, the world is not what matters here, it’s just a device to speak about ourselves. The writting’s not being subtle about it, but I think this kind of raw “honnesty” is what gives it its impact and its charm.
Estecka
Creator of
Recent community posts
The dark in the subway could deserve to be less dark; I was unable to see anything outside of the circle, and was convinced it was pure black until I watched someone else's playthrough. Even then, I still had to go into my graphic card's setting and raise the gamma in order to see anything and make it through.
Works great !
Though for some reason, when enabling Itch.io's fullscreen on firefox, the game remains scaled down until you click it again. (No issue on chrome)
Another thing that is not an issue but worth noting:
Whereas Itch.io can usually find the canvas' size for Unity games automatically, this template requires setting the canvas size manually.
Have played for about 30mn. I don't think I'll keep playing until a few updates but I still wanted to leave some feedbacks.
- I like the overall aesthetic of the environnement. (However using lower shadow settings gives some flickering shadow artifacts that are really annoying to the eye.) The lands are pretty and well generated, I love the topologu
- The big black spot of the game is combat. Attacks don't feel like they have any impact. The only current feedbacks (characters turning red and damages numbers), shyly fade in so you don't know exactly when they happen, these should flash into your face instantly! Because they're so slow to appear, they don't match the audio feedback; when you hear the hit at a moment but see it only later, it gets really confusing. The hitboxes don't always match the characters models, and some attacks reach way farther than the animation looks. Dodging feels pretty useless because you don't know when to dodge, nor whether you're actually dodging something. I'm still not sure whether dodging is supposed to make you shortly invulnerable, or just relocate yourself away from an attack.
Other issues I met :
- Had a very long first loading time. Couldn't do anything in the meantime because the game was keeping my cursor in the center of my screen, even when the game windows was not focused or was minimized. Couldn't Alt-F4 out of that loading time, killed the process with the Task Manager.
- Playing as a Rogue, got killed by about everything I met took me multiple lives to kill anything.
- Playing as an archer, firing while moving backward was OP, nothing could hit me.
- Couldn't aim upward unless I jumped, because the ground was blocking the movement of the camera.
- Talked to a merchant, his healthbar was overlaying the inventories.
That's it. Wishing you luck with the rest of the developpement !