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Glorbo’s cute! I really wanted to see it through but I wandered too far from the ship and hit the first walled off area? before getting three lenses, then took forever to find my way back to it, only to then have to go back the way I had already come, and then it seemed like forever before something else happened. With the encounter rate being so high, I gave up after I started seeing mice. Not sure how much I missed from there. I like the addition of movement to the combat, though was surprised that Poison Shot could hit any enemy regardless of row, I was so sure it would only shoot forward. I know you were pressed for time and also how difficult rpg mechanics can be to get off the ground, so it’s a very impressive effort. Just wish it had been a little faster, smaller map, less random encounters, etc. to see it through

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Ooh, I think you mean the kitchen area with 'walled off'. I can see the confusion because of the small difference in color between the floor tiles and the walls. My bad for also never really introducing it properly :)

I thought I'd placed a sort of 'cutscene barrier', where you'd walk back a bit and play a dialogue, if you hadn't met a certain condition yet, which was, in this case, collecting the 3 fly lenses. Apparently it didn't work :P

I also agree about the map being way too large. I can recall I was just plopping down some walls in the last hour before having to submit it, and when I finally got to playtesting, there wasn't any time left to make any changes :/

I think if I shrink the map down, the encounters will naturally also seem less frequent, but it wouldn't hurt to also shrink down the encounter rate :)

You didn't really miss a lot when you stopped, except for one more section with the wasp enemy, which has the ability to inflict paralysis, other than that I don't think you really missed anything important. I hope you did get to see the woodlouse, which was in the same area as the mice/rats, because it has, in my opinion, the best attack animation :D

My idea was to scale down the damage on the Poison Shot and Raygun attacks to make them less overpowered, seeing as they could hit enemies regardless of their position. Also a nice idea of making the Poison Shot locked to your current row. I think that, together with a bit less damage, would make the attack way more balanced. Long range attacks kind of throw the movement system out the window in the current version :)

I'll keep your feedback in mind for future versions, (and maybe for this game, if I ever continue working on it)! I hope you enjoyed the game, and thanks for taking the time to leave a comment :D