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Magnus Gray

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A member registered Feb 13, 2022 · View creator page →

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Ah, thanks for letting me know so I can rule that out.

Do you know if you had a controller plugged in perhaps?
The game has controller support, but may be a bit triggerhappy with jumping into "controller mode".

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There is a repair item that should drop regularly and be common in the shop, I'll have to go through and make sure the drop rate works as expected. I recently reworked the drop system but may have missed something.
Thanks for letting me know!

Edit: Found the issue, consumables aren't dropping at all right now, this also includes armor drops which are vital for survival. It will be fixed for the next version. :)

As for sensitivity, the game currently is 1 to 1 with the windows cursor, but I'll see if maybe I can add some sensitivity options on top of that.
I'll work on adding some accessibility and customization options for the next update!

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Thank you! 
Seems I need to look into cleaning up how I handle the mouse and reticule overall judging by the feedback I'm getting!

Yes, that is the intended behaviour, but only for now. It feels a bit forced and unnatural I agree.
I am planning to go more of a metroidvania route later, but wish to make the main gameplay loop as solid as possible first.
Which means for now just returning to the shop between waves. 

As for performance, the biggest draw is lumen which can be disabled in the options. :)

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That's odd! I can't replicate it on my end, it should only remove the regular mouse cursor when the leave button is pressed.
But I'll add in some extra checks to make sure. Maybe replace it with a different in-game cursor instead of messing with hiding/unhiding the cursor.

Hi, what is meant by the "Developer feedback questions" in the submission form?
Is it what you want testers to focus on and respond to?

Just letting people know that the crash on first time the game starts has been fixed in the latest update. :)

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I think it might be an issue with generating a new savefile, I'll go over the code and clean it up for the next version!
Thanks for leaving the comment though, it really helps to get responses from people who haven't already tested it and are familiar with the game!

I'll have a look and see if maybe I missed something if the player doesn't already have a savegame.

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So I already have a page for a game that I've submitted. Do I understand correctly, that I just keep posting to that game's devlog?

Hi, I am still getting a hang of how gamejams on itch works.
I have a project that's unfinished I'd like to work on for this jam. How do I make a seperate devlog for the jam?

Hello! I've been working on a roguelite top down shooter for about a year now, and I believe I'm starting to reach a solid foundation.
As such I would love to get some feedback on what needs to change or what I should focus on next!

The game currently contains a gameplay loop that consists of defeating waves of enemies, and in between each wave you can purchase upgrades. I'm thinking of working on map exploration soon, where you have to prioritize paths and rooms to clear for each wave, unless you think the game should take another route as the development is currently quite open ended.The game can be downloaded at: https://magnus-gray.itch.io/winstick