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(+1)

-Canceling an Act/Attack also cancels the movement you made. In some cases that could be useful, but is overreaching by default. What I'd expect is just going back to the previous menu state.

-When making the fore wall invisible inside a building, like the smithy, denoting the shape of the doorway is nice so you don't walk into the wall like a dummy.

-I meet the bugs.

-I wish I could cancel out of the first layer of menus in combat so I can instead pan the camera to see the battle. I got into a fight while in a tunnel and I can't see any of the enemies.

-Blocking input while menu slide animations play is annoying. I want to be able to 'buffer' the inputs for the menuing or be able to press cancel and it immediately start reversing.

-I died to the big bug because I forgot about HP potions. Oddly enough,  on respawn I was able to waltz in and take the sword without triggering the encounter. Oh looking at it again all the spiders respawned, at first I thought most of them were dead bodies.

-I can't seem to exit the tunnels, since the ladder takes me to the main menu.

New stuff is fun, combat is still a little lack luster though. Keep up the good work.

(+1)

Thank you for playing. You actually reached the end of the demo. Next time I ought to have a message there but I don't even have a game over screen yet.

I hadn't thought about input buffering, that could be good. From the feedback I've received I think it would be safe to make things faster in general. I was afraid to do that before having some sort of tutorial and a proper combat journal.

There will be more consequences for losing a fight later, but I haven't quite figured out fights yet...

Also, there should be a doorway at the smithy just like in every other building. That is a bug so thanks for telling me.