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Plays really well, but damn it's a hard game. 

I think the Chieftain area could be a lot brighter, since I just end up losing track of him in the darkness and it's already a crazy hard fight with all the mobs on the way there. Started the fight with nearly nothing but what was in the supply crate (somehow I was at 0 HP when I reached it), so it's probably impossible to clear it with those resources. I might manage to get a couple shotgun shots off, but I just don't have the resources to do the rest of his health bar, especially when almost any attack he does will kill me at that point.  Also, his grenade always gets me, and I have no idea how that hitbox works. In general, a lot of the monster attacks have hard to read attack hitboxes, especially the slugs underwater. 

Never found the grenade weapon, so that might be why I was struggling so much, but when weapons are so easily missable it might be worth considering how a player with only a specific weapon type might still be able to clear the level. Ammo feels a bit too scarce, it doesn't feel like it's enough to kill everything in the level with despite having that show up on the score at the end. Checkpoints are pretty well-placed for auto-reloading without having to backtrack too much and without much manual saving. 

(+1)

Hey, thanks for playing. 
Chieftain arena is due for a rework, I agree. In the hotfix I just uploaded I also added an extra crate and medkit outside of the arena so that it's a bit easier.

Never found the grenade weapon, so that might be why I was struggling so much

Did you do the chieftain level before the other one? A couple of players did that, the NPC tells you that it's the harder of the two level but I guess I should have added some indicator or color coding for difficulty levels.
My solution to weapons potentially being missable was adding several instances of them to each level, you must have gotten unlucky to miss it until the chieftain fight. There's two different grenade weapons in the same floor with the gate lever, past the hole. I'll make a mental note to make areas like that more obvious, sorry.

Ammo feels a bit too scarce, it doesn't feel like it's enough to kill everything in the level with despite having that show up on the score at the end.

I think part of that is playing without the grenade launcher but also I might have gotten carried away with putting ammo crates in places that are out of the way. My intent was to reward exploration but I suppose pistol and shotgun ammo should always be plentiful.

Thanks again for the feedback! I'll do a better job balancing the game next time.