Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Everything looks so much better now.

The fishing pole and characters you can have short conversations with between missions is nice addition.

Really like that javelin savages are not just canon fodder. They're the most common enemy, but they never stop being dangerous, due to predictive aim.

Usually I hate it when there's no auto-reload, but seeing trigger pull animation on pistol somehow makes it satisfying instead. Like in an action movie, especially after rapid firing. I still hate it for other weapons. I think every weapon should have an animation for trigger pull without ammo, with visible trigger if possible.

Some medkits hidden in outhouses were clipping through walls and accessible without destroying the outhouse.

I sadly have to admit I don't miss the boat that much. I understand it's probably hard to make it work. F for boat.

Hey thanks for checking out the game again, I hoped for some feedback from returning players.

They're the most common enemy, but they never stop being dangerous, due to predictive aim.

Yeah in this new build I decided to take a more "gamey" approach to balancing enemies where they require something from the player. Spearguys require you to change direction, shieldguys are easier to kill if you get close and bait their attacks and so on. I think it works better.

 I think every weapon should have an animation for trigger pull without ammo

Doable.

I sadly have to admit I don't miss the boat that much.

Yeah I have to admit it did not work, I just barely got combat to feel decent on the ground.
I might bring it back later in the game for a few levels as a gimmick for some water bosses, we'll see.

Thanks again for playing!