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Well it seems like it has been told what I would have said. Solid core, nice pixel graphics (especially the UI), but very barebones. I kept pressing escape trying to leave the menus, even though I've learned it brings me back to the pause menu. Talking does not close you have to leave the conversation behind, which only really was a problem at the shop, making me think that you'll have to buy something, but turns out that is not the case, same rules as conversaitons.

I went south as was instructed, and found a cropse, but couldn't pick up the backpack. Not sure if it is the scout I was intended to find or not. The first fight really surprised me because you start without your weapon equipped.

Maybe you'll see something on footage I've missed:
https://www.twitch.tv/videos/2560493434?t=0h46m46s

Good luck!

(+1)

Thank you streaming this so I could watch the "New Player Experience". I did fix the bugs you encountered including the dialogue one. The escape key closing all UI elements is a good idea that I will implement. The way I designed quests where you have to pick up an object is that they can only be interacted with if you have the appropriate quest but based off your reactions I think I will add some kind of dialogue popup if you find an item for a quest you haven't picked up yet (also that I should tweak that dialogue for "Bandit Trouble" to say southwest instead of south).

Glad to be of help.  You can also connect things together so they don't spawn until the quest is taken, or yeah do the free-roam approach when the player can come across the object they don't have quests yet, and it will become a personal quest of finding the owner.