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(+1)

I like the design of area 3, with the assumption that a map will be added at some point. An non-linear area that large with backtracking is a bit of a nightmare with no map, especially if there are gaps between play sessions.

Also the game loses fullscreen whenever you close the game or load a save, and I kept getting a slightly moving seam that stretched across the screen, both on fullscreen and windowed. 

The acid damage upgrades scale up a bit too fast for the current enemy health, and while rapidly digesting enemies can be useful it's counterproductive with the healing/stamina regen for active prey as well as the offensive burp. Plus you get less time to see the animations of having live prey. Not a major issue but after getting a number of upgrades in it I ended up feeling like I'd made the game less fun for myself.

A map is definitely planned, they just can be a bit complicated to set up properly - I've got to figure out what method will work best for the game. 

For some reason the variable that checks when the game is supposed to be fullscreen is the one I've been having issues getting saved consistently - I'll keep looking into it though.

The original plan was that later enemy health values will scale up a decently significant amount, and the existing upgrades already well surpass the power of current enemies in game, so at max rank several perks make you VERY strong. That all said, I'm definitely still playing around with the balance of everything, the cost of perks, and more - unfortunately I probably won't have a super clear idea of what "balanced" will look like till I have a more significant portion of the game developed, but I'll try and keep things in check as development goes along. I just made a similar nerf to the augment strength perk for similar reasons. The recent update DID add an option to disable passive digestion damage though, so if you feel you've upgraded acid damage too much to be able to see the live prey animations, disabling that should help!