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(+1)

Thank you for playing! Yeah, the idea of giving the tutorial in smaller doses is much much better than what I've done. Items and everything else do have explanations when you hover them while holding right click. The problem is that it is defininetly hard to understand that they have that kind of function and that could have been solved by your suggestion of adding interactive small dose tutorials. 

I couldnt do much about sfx problems on web. I tried but it seems when exporting on web the audio channels gets little funky and can't really function when there is multiple audioPlayers active. Although it also could be because of how browsers render games in general. Realizing there is too much output and filters them as "needs to be cut" noise.


I don't really plan on releasing a full game but I had a lot of new ideas for the game like different slots, new progression, new consumables, upgrades, new bosses and an endless mod. Maybe if I get some free time I could implement them.


Thanks for your review and feedback! Much appreciated!

(+1)

You're using Godot right? Did you try putting "Default Playback Type.web" to "Stream"? 
The docs have a warning that it might cause crackling or latency but it has usually fixed my problems for web build audio.
(oh you mentioned filters those don't even work unless it's set to stream so maybe you tried it already?)

Yeah I think those things you mentioned would help a ton to make the game feel even more polished. Great Job!

I didn't try that but I'm gonna look into it, maybe it could help for future builds. Thanks a lot!

(+1)

If you didn't try it and you're using any audio effects in Godot it's most likely the issue since the docs say:
"Note: AudioEffects are not supported when playback is considered as a sample."
Sample is the default playback type for web.