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(+1)

I finally had a chance to jump into your game, and I must say the overall music, atmosphere, and aesthetic are really well done. You created a very cool mood here.

However, I ran into a major technical issue right at the start. Specifically, as soon as the first mob was killed, the game entered a permanent slow-motion mode. My CPU and RAM usage were perfectly fine, so it did not feel like a hardware performance drop.

From a developer standpoint, it felt like you might have implemented a hit-stop or time-dilation effect on enemy death using Set Global Time Dilation, but the logic to reset it back to normal got interrupted. A very common issue is putting the reset Delay inside the enemy blueprint itself; when the enemy actor is destroyed, the delay gets aborted and the game stays in slow motion forever. You might want to check if that is what is causing the permanent slowdown in your code.

Regarding the gameplay, I ended up losing when my portal was destroyed. My main feedback here is that it was not immediately clear that the portal had its own health pool. Having a clearer health bar or a visual warning for the portal would help players understand when they are in critical danger.

Overall, the core idea is very interesting and the presentation is great. Thank you for the game, and good luck with the jam results!

(2 edits) (+1)

Well shoot. Thanks for trying 😃. There isn't a hit-stop event or anything tied to attacking the skeletons so that's a head scratcher. No delay nodes. The health of the portal is depleted as the skeletons are killed and I had a health bar for it but it didn't really look like it belonged so I added the smoke effect everytime a skeleton died to show portal taking damage instead. The end screen should have said portal destroyed. I've tested it on 3 different systems and had no bugs. I'll need to do more testing. Appreciate your feedback! I'll add the health bar back as it's just a single wire in bp to set back up.


ETA: I believe the slow down was a bug with the health pickup compiling shaders when spawning. I've tried a quick fix for that by placing a health pickup out of the map to compile the shaders at runtime