Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hello there!

First thing first make the cutscene skippable with escape especially in a demo. People wants to see the gameplay to know if they will purchase the game.

I walked around for 10 mins not knowing where to go and examining every guards. The first guard I saw was the one with the carriage. The path should be clear at the beginning at least for the tutorial where you should go.

The camera moves so fast. It is hard even with the lowest sensitivity. The platforming does not feel good because of the low jump high. When landing sometimes the screen becomes totally purple. 

Usually, to put down an item, you use the same key as taking it. The combination of ctrl+click is weird since click is throwing it. Ctrl key does not seem to work.

I think if you want to make a story driven game, you should keep it linear at least at first to guide the player and make the interaction feel good and rewarding especially during exploration.

Thanks for playing! Currently with keyboard you can only skip with space but yeah I will make it clearer. Player guidance does need more work. I do like the feel of always feeling a bit lost, like in the silent hill games, where you need to explore your way through, but ill try to make it more enjoyable. The 3rd person camera has been a hassle, we'll keep working on it. It does feel a lot better with gamepad tho, most 3rd person camera games suffer a lot with mouse. The Ctrl key had been receiving lots of feedback, crouching should work with just a tap, and since I needed a way to drop item from each hand separately holding Ctrl + the corresponding mouse button seemed like a good idea. But it wasn't as well received as I thought, I'll look for an alternative. I does work a lot more nicely with gamepad tho 👍. Thanks again, cheers!