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Cool game bro, here's a stream:

I'm very particular with my keybindings, and I struggled a bit to find something comfortable. I didn't quite find it, but I was getting there. The most annoying thing were how far away 5 and 6 are from WASD. And I didn't know where to put the weapon switch key. Let me change weapons with the scroll wheel and I will use the scythe, ty.

Hitting numbers keys multiple times to charge up feels cool, but it's also a bit tiring when you're going back and forth between elements. And it's specially annoying to hit 5 and 6, you pretty much have to stop moving. Another thing is, I usually just went for full charges and just mashed the number keys. But often I wasn't sure of if I hit it 3 or 4 times. For these reasons, I personally would prefer if there were 3 charges, or even 2, that would make it feel less annoying input wise for me.

I didn't figure out any complex combinations. I eventually figured out that Fire and Ice were weak points of some of the enemies, so my strategy was just to full charge them individually to deal with them. After a few runs I figured out that I could heal myself. And that's about it. But I liked the exploratory part of figuring that out (helped by the manual).

I would have liked a sort of training room with dummies or something to test stuff out. I like to experiment with mechanics normally, but I don't feel like you have too much room to try out stuff while you're fighting against dudes in the wild.

But at any rate, it feels pretty nice when you manage to do what you want in this game, it's super tight. I also felt like I learned new stuff after every run. And obviously, I bet it gets pretty nutty when you factor in chemical combinations. So yeah, pretty cool, looking forward to more updates!

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The most annoying thing were how far away 5 and 6 are from WASD.

A different playtester suggested using a modifier key, like CTRL, to access the bottom row of chemicals. For instance, you'd press 2 to add one fire and CTRL+2 to add one ice. What do you think of that idea?

And I didn't know where to put the weapon switch key. Let me change weapons with the scroll wheel and I will use the scythe, ty.

Heard this from other people as well so I'll add it. I've always hated accidentally bumping mouse scroll and switching weapon in other games so I never added the binding haha. You mentioned that there's no incentive to use the scythe in the stream but there actually is one: damage. If memory serves me right, the scythe deals ~80 damage to an electric Watcher with a 4x fire swing. You're basically trading the safety of range for high burst damage.

Another thing is, I usually just went for full charges and just mashed the number keys. But often I wasn't sure of if I hit it 3 or 4 times. For these reasons, I personally would prefer if there were 3 charges, or even 2, that would make it feel less annoying input wise for me.

What about instantly filling up with a chemical if you hold its key down for a bit? I don't want to reduce the maximum number of charges since that would reduce the amount of combinations you can make by a large factor.

I would have liked a sort of training room with dummies or something to test stuff out. I like to experiment with mechanics normally, but I don't feel like you have too much room to try out stuff while you're fighting against dudes in the wild.

A tutorial that includes this is a high priority and should be in the next update. 

Thanks for playing and for the stream! I'm surprised you almost beat a run without knowing you can heal yourself with your utility.

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> A different playtester suggested using a modifier key, like CTRL, to access the bottom row of chemicals. For instance, you'd press 2 to add one fire and CTRL+2 to add one ice. What do you think of that idea?

I'd have to try it, but attempting that right now strains my hand, I'm not a fan. I didn't want to overload my senses so I didn't try it on stream, but I was thinking of doing R and F, so it wraps around nicely around WASD. But at any rate, just in case, I don't think 5 and 6 are super bad, they're okay bindings. And they're intuitive for someone who just picks up the game.

>What about instantly filling up with a chemical if you hold its key down for a bit?

Eh, I don't like it, it feels like it'd slow me down. Maybe a modifier to do a full charge? Like Shift+2 and so forth (no idea if overloading the dash would be annoying, but it's just an idea). Although that only would make sense if it's a prevalent strategy, I'm naturally biased because full charges are all I did.

>I don't want to reduce the maximum number of charges since that would reduce the amount of combinations you can make by a large factor.

I see. Well, do what you think it's best.

>A tutorial that includes this is a high priority and should be in the next update.

Alright, but just in case, I was talking about an option in the menu that takes me to a "playground". My method of playing was to try incorporate new things in-between runs. It'd be nice if I could hop in that mode after any run to test stuff out, regardless of tutorials. I feel like for this game in particular, having a 'lab' would be thematic.

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Oh, and, personally, I'd rather have a 'lab' where I can discover things for myself, rather than a tutorial. But that's just me, I don't really recomment it for other players, lol,