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yeap, nice

here's where i'm getting to now
- the screen resolution is too big for laptop screen, if there's any UI around the corners i'm not seeing it. a quick fix would be to set it to fullscreen mode by default (should be in project settings under display)
- no idea how to talk to the central guy
- num 0 makes character glow, but can't tell if num 1 is doing anything

Spacebar begins conversation, and a mouse click progresses it. His glowing is actually just debug in the overworld, the num 0 to open a menu begins once you enter combat. I've updated the text on the game page to be more clear.

As for the resolution, in the games current state the visuals break when the game scales, this includes fullscreen mode. This will be changed by next demo day. The only UI Appears in the button remapping screen, and the testing arena, so the main portion of the game should be playable. 

Thanks for the comments, man.

(+1)

- i muted the 1st song, but after a while another started playing and i couldn't mute it
- it's a little hard to talk to characters, seems you have to be right on top of them, maybe their talking area should be a little bigger
- would be better if spacebar continued dialog, or at least another keyboard key, i don't believe mouse is used for anything else, so to have to reach for it is a little strange
- hard to tell which hp bar belongs to player and which to boss at first. also it seemed more like it's filling up rather than emptying, idk why
- i wasn't doing the fights in any order, so i forgot which ones i did. maybe after beating a guy in his corridor some kinda checkmark thing should appear
- the weapons menu disappears kinda fast, i assume when you get used to it tho it's more convenient. the first weapon is strong enough to where i didn't feel the need to change it, tho i suspect the 3rd one with a direction change has the biggest potential (to cheese with)
- i accidentally managed to get one of the guys out of his corridor, pic, maybe they shouldn't be colliding with player, or maybe they should be restricted in their movement range- documentation says  "clamp" should be able to do that , tho i haven't used it yet
position += velocity * delta
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)

- also pic related i think is a sweetspot where it seems nothing can hit you on, but you can still hit the boss (at least with weapon 1)

either way, good job so far anon