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I like this game because you guys succeeded in things I see so many developers failing, especially in game jams. Your game's mechanics and controls are pretty tight and well made, you put a button to skip the cutscene, and the game is challenging but still fair. And you also gave Linux players some love, thanks for that!

If I'd change something... I'd put the enemies' range just a little bit lower. There were times I was attacked by things I couldn't see. Also you apparently didn't have time to put in SFX and music, I'm looking forward to that.

(I'm just really curious what the Intelligence/Wisdom/Charisma stat upgrades would change).


(1 edit)

Hey thank you for your feedback! :)

We think that if a player spends her/his whole time playing a game in the main-gameloop then the minute-to-minute experience should be as good as possible. So we did optimize gameplay first and everything else last and we are glad that according to you and the other peoples feedback it paid of! :D It also helps that my teammate is a lazy-gamer, meaning that she does not like to put much extra effort to achieve ingame goals and I am an impatient gamer so we do not really like complex controls or forced waiting. With more time we would definitely cut some more menu minutia and shortened the respawn time.

Yes with modern engines like Godot, Unity, GameMaker, Unreal etc. it is a breeze to build an executable for different platforms so why not just do that :D

We will look into the offscreen attacking of enemies, maybe by just allowing enemies we haven't seen yet to only use the small gun. We didn't want to disallow enemies shooting off-screen completely as it could prevent cool chasing moments or enemies bursting through walls from the sides etc.

The stats in a nutshell calculate should be as follows:

damage_main  = base_damage_main  * strength
damage_alt = base_damage_alt * strength
health = base_health * constitution

accuracy_spread_angle_main = from 25° at dexterity 1  to  2.5° at dexterity 10
accuracy_spread_angle_alt = from 15° at dexterity 1  to  4° at dexterity 10

reload_time_main = from  2s at intelligence 1  to  0.5s at intelligence 10
reload_time_alt = from  0.1s at intelligence 1  to  0.075s at intelligence 10

critical_hit_chance = base_critical_hit_chance * wisdom 
with base_critical_hit_chance = 5%

charm_damage = base_charm_damage * charisma
also charisma makes a bigger light radius and more dazzling sparkles on Susi!

and as I made that list right now I noticed that there is a bug in the code that makes reload time dependent on dexterity instead of intelligence. Soooo intelligence is apparently useless at the moment until we fix it yay :D

Anyway ..  as the player will only be level 12ish at the end of the game, I doubt that most of the things like light radius and reload time will be very noticable sadly.  Balancing this system is also a nightmare especially for a game-jam and more especially as the enemies using the same leveling/stats system as Susi. We used this system though as homage to the D&D games.