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(1 edit) (+1)

> Maybe use a toggleable outline shader for all interactables?  Or some other finder thing. Though that may look messy given the pixel art. Guess that's a bit of a bandaid fix. 

I do have an outline shader available, I'll definitely try to play around with it, maybe I can have the outline be more evident as the cursor goes over it.

> Though, I did use the pistol for most of the way to Rumia.

Another commenter made me realize that the main gun works better if it fires really fast but is really weak, the way the main weapons in touhou games work, I've been testing it out and it seems a bit more interesting, for now I calibrated it so that killing an enemy with the base gun is still slower than using the repeater rifle.

> Or, one time I accidentally got sucked into the walking-towards-telepad animation when walking near.

That's definitely annoying and happened to me a bunch of times too in testing, I'll definitely want to reduce the collider size, maybe even make the teleporters manually activable so they won't trigger automatically, the walk animation could also be faster. I don't think I can make the actual dematerialization/rematerialization animation shorter without glitching it out 

>Some other ideas could be, locking the room behind you until you kill all the enemies; so you don't take pot shots from the hallway, or enemies that spot you will notify other enemies in their own line of sight. Though, idk how hard that would be when you have the alarm system. But I don't think I ever saw an enemy cause it, only cameras.

I actually do that in roguelite mode, I can do it in story mode if I place the appropriate triggers but I still think I should allow potshots from the hallway, the colliders on the higher edges of walls prevents angling the shots too much and I think the player should be punished with a harder room only if they trigger the alarm, something I haven't really capitalized on in the current demo but it's something I really want to do eventually

> Also a bug I forgot to mention. I got to the yellow keycard area, and I tried to open the door without the key several times. Later I returned with the key, but surprisingly the door was already opened. Did it remember me trying to open earlier, and auto open after collecting the key? Kind of odd.

That was a failed attempt at giving the player two different ways to clear the forcefield, I linked a capacitor in the southern branch to the forcefield but since I haven't implemented camera terminals yet the player would have no idea that they just opened the passage, plus if you visit both branches then it becomes redundant, there's still a lot I have to learn in making the maps, killing the capacitor as an alternative should have its own challenges other than just two or three enemies in a hallway.


Anyway thank you a lot for the ideas and feedback, it's been invaluable to me