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Thanks again! I've had reports of the no-pickup bug after tutorial before but have sadly not been able to reproduce it myself, could I maybe bother you to send me your log? If it's not too big of an issue just msg me on discord and I can tell you where to find it.

On the other points, the UI elements are explained in the Help&Info section of the menu, past testing has shown that players do not have the patience to be told about UI so I've had to move that over to the menu while at the same time incurring the issue you encountered - not sure if there's a middle ground yet. 

Weapon and enemy balance is a difficult topic. Catharage is procedural and (intentionally) has large variances, both in encounter and player strength and challenge. It is very much intended that players start with weak weapons and then invest currency to upgrade the starting power of their equipment and/or find better stuff during runs. For the tutorial it is guaranteed that players find a laser, because lasers are the most reliable weapon type for killing the tutorial enemies, but it's still possible to get unlucky. I'll look into maybe artifically increasing the quality of tutorial gear to make sure it's not too bad of a time the first go round, but I also don't want to impress a power onto new players that won't carry over into the "real" game.

A difference in targeting ability between overview and normal mode should be strictly impossible, so either you've found a bug or the enemy ended up just inching into your range right as you swapped to overview - hard to say without footage. If you end up sending your log I'll have a look for any errors relating to this as well but "normally" there is no difference in sensor function between the modes.

I'll think about making both control modes interoperable and non-switched, it would certainly make the tutorialization much easier!