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The first thing I did in this game was to go and break the portal immediately.  If perma-death is on the table, I want to know what the upside is ASAP.  Getting my little gattling gun going felt great!  I was cruising through until I eventually ran out of ammo.  I didn't realize this was a thing up until that point, so I got punished pretty hard for being so cavalier with my bullets early on.  Larger fonts and/or some additional eye-catching UI might help make this more apparent from the get-go.  I did not feel nearly as overpowered with just my sword and I bit the biscuit not long after.  I definitely did teach me the lesson of why I might want a portal back home before going all in.

Thanks for playing! Your UI complaint is absolutely valid, the current UI was only meant to be a placeholder, but I never got around to making a better one :D
Also not sure if you noticed since you mention only using the sword, you also had a shotgun! You can switch using Q.

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Oops!  I see now that the instructions mentioned the weapon swap controls and everything.  I just got too lost in the sauce.  

On UI, it can be a huge time suck, so glad you were able to get something in to move development along.  On the last day of the jam, I planned to churn out the UI, SFX, and spice up the starting and ending screens a bit.  UI work ended up just ballooning up to fill that entire time frame.  In exchange, I feel like I did finally learn enough about UI in my engine of choice to make it come together much quicker in the future.

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Hey, FWIW, the UI in your game looks great!