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Thanks for your review! Good thing I just posted a patch an attosecond ago.

  • There's no mouse acceleration at all, specially on the menus. Sorry if I can't fix that for you.
  • I left controller vibration as a menu option because some people (like myself) like to play with a controller for the action scenes and a mouse and keyboard for the menus. Also, since death is extremely super bad, I felt like it justified that crazy vibing.
  • No, just roll away. I didn't want people to go for the same 18-18-2-2 stat builds, or distribute the points poorly. The free , balanced rerolls I feel is a nice middle ground.
  • You probably got hit with that goat's lightning. Its casting can be interrupted with an attack and you can also take cover from it, which will make the spell backfire. It might feel unfair, but it only appears in the first dungeon and it's a pretty unique spell that's fun to counter. I also JUST buffed the starting weapons to make the early game less brutal, plus increased their durability overall. But the idea is that you should zone enemies properly and avoid hitting walls as much as possible, as they not only slow your recovery but also eat away a lot of durability.
  • That maybe will be fixed soon, depending on if I feel it'll be worth it to pay an artist to make real attack animations for the enemies. Stay tuned!
  • I killed the resolution option in order to have better, more consistent visuals. It was worth it I swear! Also, I think that's an engine quirk I'm not sure I can fix. Sorry.
  • I left it that way to really give off that fake-3D vibe without going for full horizontal control only.

I don't see how giving the option to keep randomly rolling but not assigning points is any good; people are going to keep rolling for a while until they get something that closely matches what they had in mind, why not let them assign points? If balance is a concern, you could implement some system that doesn't let an attribute get too far ahead unless there's another attribute at most X points under it, or something like that. I feel like silly cheesy builds like these can give it more replayability value though, for games like this.

As for the lightning, maybe rock spikes from the ground should block it too? I tried doing that a couple times but it always seemed to go through, even though the rock was right in the middle between us. I get it's not a specially big spiky rock, but I felt like it could've worked.

And about the resolution thing, it's not only that it kicks me back into a tiny tiny window, but afterwards I wasn't able to maximize it at all. It was either fullscreen or a 600x400 or so window.

I'll consider adding the option to directly assign stat points, but I liked that it feels like you are picking a random person from a crowd instead of actually creating a character.

It's magic mang, a hitscan spell even, but the spiky rocks and other props can block projectiles depending on the height.

I'll see what I can do about the resolution and windows. Thanks for the bug report!