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(2 edits) (+1)

Thanks for trying it out,
There are plans for other worlds that aren't dall-e art, it's the starting area / town but the player gets the ability to travel to others, eventually.
They aren't set in stone yet but at the moment I'm considering a gunpowderpunk world, like steampunk but everything runs on gunpowder, and a few other ideas but I need to finish the papertown first.

I know it's odd these guys don't telegraph, I was planning for them to not really telegraph their attacks because they're supposed to be a minor annoyance and not a real enemy.   It makes sense in my head but I'll see how it works out with the other enemies.  I'm planning on adding vfx to them to make it more noticeable when they're attacking but not any sort of windup to telegraph it.  Part of their design was to add near unavoidable damage to a battle and their AI is designed to be an annoyance hit and run tactic.

You're the first one to find the sleep bug, I hadn't discovered it yet and none of the other players encountered it so thanks for pointing it out it covers a whole slew of possible bugs I hadn't considered with the logic but it's an easy fix now that I know it's a thing, I should be able to replicate and fix the bug no problem.

This area is a bit of a maze, stuff like the TV and piano are just put down for the demo to give players something to explore for, most people I watched didn't seem to find the TV or tree area, that lets me know they are decent hiding spots that aren't actually too hidden.
In the game the npc leads you to town while giving a tutorial and you go back into this area venturing in from town so the player should build familiarity with it naturally, at the moment you're just dropped in towards the end of the area which is why the zone seems so confusing.

I'm not sure why I never had pause menu and options on my list, it should really have been on there, adding it now , should be done for the next demo lol.