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(+1)

I somehow missed the door from the start to the arcade and went to the stairs, which suffers from bad visibility and being able to walk off screen.

I managed to get stuck by walking towards the rubble near the arcade, I can walk from there towards different camera angles but never see the player on screen. Same thing with the rubble next to the first vending machine closest to the starting area - the spot is even lighted by the lamp so it looked like a path to progression.

From the starting area if you walk down right up to the camera, player will start spinning very fast.

Kind of weird how tamagochi menu can't be closed with X key.

When camera angle changes controls direction becomes relative to previous camera angle which is good, but it doesn't feel right to have it sustained when the inputs change right until release of all direction keys.

Shooting works well. Promising concept, but janky at the moment.

(+1)

The environment and cameras were pretty rushed. I'm sorry you had to deal with that jank!

I appreciate the suggestion on the movement changing to be based on the current camera after directional change rather than release of all keys. I've been thinking about just going to a modern third person camera, but this is a good change to make if I stick with the fixed angles.

Thank you for playing Tamabuki! I intend for things to be much more polished by next demo day. I hope, by then, it won't be just a promising concept, but a lot more intuitive and smooth to play!