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I decided to not add that option to just talk to the npcs because sometimes it will say stuff it is not supposed to. I figured this out when letting one of my drains ply the game. And all that did was also curse at the npc because the internet was bad and it took a while to get the response. And It was just easier to just add buttons to not have a complex prompt about how it should communicate. So most of the time the answers are set the npc and it strictly follows them. The swings work with the normal unity hinge going physics which is meant for doors not this. So that’s why it is a bet janky but did you play the whole game? And did your reach any of the boss fights?

Nop. I have given up at the code, couldntfind it, but now I have read the description of the story I will try again

Alr finished it.  The positiv things still remains. Design,vibes,, atmospehere...  . Really smooth the whole game with a beautyful ending.  But this whole combat just doesnt fits with immerseive story style. It felt like you coldnt really decide which deriction to go and wanted push some action into it. The bosses were fire tho. Some more attack type could have make them even better Im thinking like a souls game.

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this game it was a battle with time and so I didn’t have enough time for complex bosses. My idea at first was that the bosses deteriorates over time and has way more attacks but I just don’t have time for all the coding as animation so I had to copy and paste a lot of them. The first boss has like 8 states while the spider has like 5 and good bosses have at least 20 so yea it’s not the best but for a game jam I think it’s ok.