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(+1)

hey there!

first of all, no need to apologise criticism is criticism! a few things to be said:

when it comes to the golem hitbox, we had a few concepts to make some intractables "golem only", which would've been done we just didn't have enough time to make art for those so it wouldn't have been clear!

the trapdoor is supposed to be falling ground that regenerates when not being stepped on. we do know that it's a little hard to figure that out since 1) there are no audio queues 2) there are no visual queues 3) there's no tutorial text to say so, so we'll definitely be fixing that next patch

as for the acid, we know that the hitbox is very unforgiving (we we'll fix), however, it's still passable at the moment! we've tested the level and we've cleared it many times (including me who in all honesty is bad at his own game), but hopefully we'll be tackling all these in our next patch!

thank you for your feedback and kind words!

(1 edit)

Thanks for taking the criticism well ^_^ I've been able to beat our game three times now, and I realise 'tis a difficult game. Everyone says so, I have to rely on the RNG of the waves to boost me through

Of course when we play our own games, we know their ins-and-outs and also repetition develops skill and tolerance. That on itself doesn't mean anything, we can grow blind to our own creations due to bias. But I'll take your word for it that 'tis beatable if you all have been able to do so ~ The main issue is with the inconsistency in that case

I wish nothing but the best for you and your team going forward, cheers! Recommendation, draw the disappearing-ground asset as crackled, indicating that it is supposed to break on its own