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(+1)

Thanks for the video, as always it’s super useful to see someone else play your game, it shows a lot of design flaws :)

45 minutes timer existed only in the narrative, yes. We were planning a timer (in world, on displays), but as the end of the jam comes closer we saw that it was an unrealistic goal and scrapped the time pressure (though 45 minutes is a long time for this game, so it would’ve been only a sense of time pressure).

Hover prompt was delayed by 1s, so you have to put your cursor on thing for 1 second for it to show up. I totally understand how it’s not intuitive and will probably make the delay super short, like 0.1s (when you’re not moving the cursor in this case). That was great insight seeing you using this feature and feeling the pain of how unreliable it worked :)

For the treasure part I had a thing on our list: “add a treasure counter which is visible all the time” which might’ve helped a lot. Plus not locking player in the second part of the second level of course and clearly showing where you’ll progress to the next level, so you can go back and explore for more treasures.

Yes, level indication (like in VS) would’ve been super nice! And for the last battle - there was a monster somewhere far away, he was pushed by other monsters and failed to get to you fast. I know in survivors monsters are usually just move to the other side of the screen and that would’ve saved us in this case too, but we ran out of time :)