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Thank you for your time, I will consider your comments, yeah others have said the UI is not that good, and to be truthful, it is not really finished by a long shot, the controls are that way because I play mostly console games, so the controls reflect that with the keyboard acting like a big arcade pad, but I really need to consider the PC controls though, I do have a key remapper for this issue since someone in the Panda3d forums pointed this out and offered a fix there, but I didn't have  enough time to put it back into the game, sorry about that, it will be in the full preview released later this summer

Panda3D does feature mouse inputing, however I work on a laptop, so it is difficult if not impossible for me to work and test on such a feature, my apologies for that. I will fix the game page now though, maybe I went a little too overboard with the style heh heh, sorry. I did get another comment about controls hints, and I am working on trying the fix for that now, you should see a way better UI in the full preview in the summer.

Your camera locking idea seems like a nice one, but I am worried that it might strip the "freedom" feel from a already limited experience, sorry I could never get natural transitions from floor to wall or wall to ceiling  right, and is still a issue I wrestle with whenever I revisit it. but thank you for giving me something to think about, I will add that all the mini games are supposed to provide replay value though, a cheap trick by me for people to master the controls, so they are not meant to be completed by beginners and require seasoned experience, since it is the secret ending that it leads to,  so camera balancing while moving on the wall was all considered.

I did later realize this couple of weeks later that replay value like that would be bad because it is a game jam (short free time for playing because of multiple entries) , so for the sake of the jam I did provide a walkthrough for people to rate the content and skip the work, I apologize for this. 

I am sorry for the bell issue, the whole bell quest was made, planned and completed 1 day before the deadline, I had actually planned on having a UI arrow always point towards the next bell but had to drop it because I didn't have enough time. there was also supposed to be a stamina limit for twirling, but I didn't have enough time to put it back in, anyway much thanks for the feedback, it is really helpful since I am working on the game right now.

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Hi Jnpicklee, thanks for your reply and informative explanation to my questions.

I do apologize for my ignorance since I have not thought that the controls were built with consoles in mind, this actually made sense then since I assume incorrectly that the game was built with PC controls as it did not feature any gamepad controls. It would be nice to inform in the main page that gamepad controls are recommended so long as you have them in place.

Its good that you are continuing development with the feedback in mind and I can see that you have what it takes to get a good game out with a novel concept. So, I wish you all the best with this current dev and any future developments.

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Thank you for your considerate response, it is not ignorance, you had it right, the game (build) you played should have been built for PC controlling but was too rushed, so it is not your fault for pointing that out, my apologies for the confusion, I do believe that the key mapper I had would taken care of gamepad functionality though, but as I have said, it could not be implemented in time. But will include it into the update later