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Thanks! I’ve used your UI pack in my shooter where you explore zombie-infested sewers. It really helped to capture the right mood. You can check it out here: Sewer Shooter

Thanks :) I saw the screenshots and as soon as I have a moment I will try the game, from the comments it seems interesting! I really like how you interpreted the inventory!

Hi! :)
I downloaded your game and was pleasantly surprised by the integration of the pixel art UI in a 3D environment. I thought that kind of style only worked well with 2D games, but here it fits really nicely!
That said, I'm having a bit of trouble: I can't seem to find the first key needed to get out of the starting room. Do you have any tips?

I know there’s a bit of confusion, and I’ll want to introduce some user-friendly improvements. The fact that you can’t find the key is simply due to containers that you can interact with and transfer items from into your inventory not being clearly marked. From my perspective, it’s obvious which props are containers, but I’ll try to highlight and distinguish them better in the environment. By the yellow-lit lamp in the room on the left at the beginning, there’s a warbox you can open — the key is inside. I’ll think about how to improve this, but right now I’m working on implementing enemy sounds that work well spatially, which is something new I’m learning. I really appreciate that you downloaded the game and that you like how your UI implementation turned out!

Found the keys! I walked past that crate so many times but never thought to lower the camera… once you pointed it out, it was much easier.

To make interactive elements clearer, you might consider using lighting to highlight points of interest. A well-placed, distinctive light could naturally draw the player's attention and help guide them, along with the level design, of course.
That said, I understand you're currently focused on other aspects of the game and that this isn’t a top priority right now. Keep it up , you’re doing a really great job!