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(+1)

There's no alternate ending. When making the game I felt like adding a happy ending would ruin the weight of the story.

I don't want to replace the final boss' powerup, the boomerang sword is the strongest powerup in the game and logically that should be used for the highest point of escalation in the game (the final boss).

Noted down everything else. (A lot of the grammar mistakes are because I was legit a lot worse at english 6 years ago, I still mix up is/are occasionally because of my native language being plurality-agnostic so even thinking about verbs having alternate forms depending on target is an alien concept)

(3 edits)

Ah okay, so that means there's no postgame and the "true final boss" theme is unused, then? I was just curious.

Also, if the boomerang sword is supposed to be the strongest, you should look into rebalancing it because it dealt less damage per hit than the bomb. It could maybe have dealt more damage if a single sword-toss could hit the final boss more than once, but that doesn't happen. At best, I was only able to hit the final boss twice-at-once with the boomerang sword if I was suicidally-close enough, with the initial swing counting as a separate hit from the thrown-sword, but no matter how or where I threw it, the sword-projectile itself would never damage the final boss a second time until it returned and I threw another one. At the time, I assumed this was an intentional way to avoid cheesing the fight, and maybe it was, but you should know that it has the side effect of making the bomb the strongest powerup in the game.

And to top it off, the bomb also has a faster rate of attack since you can throw another one right when the previous bomb is done exploding.

Oh, and speaking of the boomerang sword, it'd be nice if pushing the attack button locked in the direction the player is facing until after the sword is thrown. That way, we can push the button and immediately run away from an enemy while still throwing the sword at said enemy.

EDIT: I thought of a way you could make the Teleporer Maze a bit less painful: make the process of teleportation itself faster. Right now, the player just kinda floats there for around half a second before being sent to the OUT machine; I'm sure you could speed that up by 2x or so.

(2 edits)

Just saw you published the update already, so I guess I was too late with my last comment. Oh well; thanks for hearing me out and addressing all of the other points I brought up.

Unfortunately, the old save files crash the new build, so I guess I'll wait a bit before double-checking what changed. I was curious how enemies' patterns changed on hard mode anyway, so it's not a huge issue for me personally.

I will say, I only just now realized that all of the characters have slightly different intros when starting a new game, which is a neat detail. However, they do have a typo we both missed: Sugar and Matt say "mr." when the m should be capitalized and a space should go after the period (and maybe also capitalize the b in "boss" since that's the name Sugar gave Lloyd). EDIT: Oh, and in the latest version, the dialogue font size seems to be different depending on who is chosen.

That's worrying, neither of those things are happening for me. Are you on the Linux or Windows version?

I have a theory the savefile issue could be because reading savefiles is using a RNG-dependent obfuscation algorithm and the underlying RNG library has been silently changed since the previous version of GM so old seeds don't work anymore (so it erroneously reads extremely long array lengths and the infinite loop being parsed as a crash). The font issue, I have no idea (all dialogue should use the same font, and it's only scaled up or down depending on window size).

Windows