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(+1)

Amazing progress. It looks great with actual assets. No problems with controls or mechanics (outside of some mouse and keyboard minor gripes, but that's not the main control scheme).

Turns out when I'm time, money and health limited at the same time, I'm more aggressive than doom guy. The pressure mixes well with the combat. It could be way, way simpler and it would still work. It doesn't mix well with resource gathering though, since there's no decision making, just picking up what little crates you can get with no dynamics outside of multiple descents. I'm not sure about acrobatic mode controls, but it works well enough.

The shop on the other hand gave me a bad experience. I was stuck in a low food price loop with barely any market changes across many days. I could swear at some point the newspaper said the food prices stabilized, yet it still traded for lower that day and forward. I got to 180$ and stalled out there for multiple days.

Thanks for playing! Good to know it's in the right direction, more or less. What were the gripes with mouse? Main thing planned for that is allowing clicking on tabs to cycle without Q/E/1/4.

Didn't think about it, but I suppose I am being a bit heavy with all the dungeon features, the weird gunplay by itself has a lot going on. I'll at least consider taking some out if it yields a better result. Yeah the dungeon is still lacking in decision making, even if I add more things to do/aim for, I'm not sure it would help since I am very hesitant to allow avoiding/running from encounters outright(the main time soaker). And if you apply too much pressure with time to drive split decisions, more people can't beat the game. Maybe ditch the time, but it's an FTL dark cloud that chases after you per room, lol(but maybe a great idea actually). Lastly, I hope the acrobatics will feel nicer once I get to making the dungeon rooms larger, like 2-4x larger than current.

I see you got Irish Famined, sad. What you say is probably true, there's a 'bug' in the economy I've been meaning to address, which allows the same material to go from low -> stable, then stable -> low in the same newspaper. Doesn't help that there's low item variety for now. Sorry it ruined your money game.

(+1)

One of the things I would change about the controls is letting pick the Yes/No decisions with mouse (if you click on No it will select Yes because it simply accepts whatever was selected). The other is letting player interact using mouse instead of using looking direction of the character (so I'm next to a table and I can't interact with it until I turn to it using WSAD, instead it could just direct player on mouse click and interact as long as it's within range).

The combat is fine as it is. There were other options like letting player play more defensively (as a health vs time tradeoff), so aggressive playstyle actually ends up simple in practice. The timer gives you lots of design options, like getting items from fleeing enemies, destroying crates mid-combat to save time and having different room difficulties with more risky combat but better loot. Running from encounters could be fun too using the acrobatics mode to its fullest and you can always band aid fix it with balanced item drops.