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(+1)

Many thanks for such rich feedback!

Yeah, I did receive info about the sounds being on different levels, with some of them being too loud and others too quiet. I am planning to level them out.

I am a little worried that you did not notice the highlight on the active character, as it is there. It is not very bright, but it is animated to make sure that the player can see it.

Characters did have their "personal lighting" in older game builds. Basically each character model had a light source of their own. However, this looked silly as the models did not have any light sources displayed (no flashlights, etc.). I might revisit this approach in the future.

I did try the LMB movement approach (as several people were asking about it), and it did not work well in the game - I kept on accidentally moving a character when I misclicked an action button. That being said, key bindings will be customizable in the end.

Performing the attack by clicking on the enemy has been reported multiple times, and I am definitely adding it.

You made a good point about the lighting/colors. I do want the game to be dark, on the other hand I don't want it tu suffer from poor contrast. I already started increasing the contrast of some of the map tiles and the results are quite nice.

And thanks for the "tactical lighting" idea! Throwing a flare might increase the % to hit enemies. Or, if we assume that rats are afraid of such artificial lights the player might receive a way to effectively (yet temporarily) block enemy movement.