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It's hard to critique when it's THIS early in development.

Took me a minute to realize that the E key is for "Next" during dialog. Maybe let the player click the mouse where it says "Next". Apparently, you have to point your mouse at an object in order to interact with it? It feels like you should be able to just walk up to it and press a button, but that's just me.

Collision feels a bit funky. I don't like how you can't move horizontally if you're vertically colliding with a wall, and vice-versa.

I can't seem to attack with my sword. I have it equipped, but nothing happens when I press LMB. It looks like I can only attack with bombs. Or maybe I can, there's just no animation? There's also no indication of the sword's range.

I had a quest to gather some rocks, but I wasn't able to find any. Eventually that quest disappeared from my list. I guess I ran out of time? I also had a quest to use a slot machine, but I couldn't find one of those, either.

(+1)

Thanks for playing and providing feedback. 

The interact flow and UI will be improved next time.

>Took me a minute to realize that the E key is for "Next" during dialog. Maybe let the player click the mouse where it says "Next".

My bad, that was a bug. All buttons activated via buttons should also be clickable. I will make sure the mouse can interact with the UI on par with Keyboard and Gamepad next time. 

>Apparently, you have to point your mouse at an object in order to interact with it? It feels like you should be able to just walk up to it and press a button, but that's just me.

Agreed, the movement direction should be used if you aren't moving your mouse. I will have that fixed for the next demo day. 


When it comes to collisions, I completely agree. I am hoping to replace my collision logic with rapier2d and iron out all the most of the jank. 

There is a crapping animation. So thanks for telling me about not seeing it I will be checking that I didn't put it on the same z axis as the floor. 

I will remove time limits for the starting quests and start thinking on how to inform the player what to look out for and where.  

Thanks again for playing.