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thanks for quick reply.

i have confirmed i could cancel any chosen action with clicking floor without moving.

but it still makes me feel out of tone to make the flow of inputs. i would rather use hotkey as more conventional way. since always key input is more precise and faster to activate such generic function like cancelling. (no need to point out. that is, far less wrong input.)

right click might have been reserved to "check" things function, so i said hotkey is must. (clicking mouse wheel is another way but its kinda not steady since its been used already to zooming. its enough to be another cause to wrong input.)

btw i didn't mention about new random map generator.

its much improved. no more simple looking map and practically wider than before to explore. so it becomes more challenging. :)

and new path marker is very clear to see. but outlined objects like door or container might be a bit too dim to discern on main map view.

I'll add a cancel button and hot key to all the action input boxes in the next build. Good suggestion.

It's been pointed out by someone else that the background is too dim and I actually went back and played the old "demo" version this weekend and noted that the game was much "brighter" then so I will also try raising the overall ambient light level on missions. 

Glad you mentioned the level generation. I still see some bugs occasionally so if the level doesn't load you may have to force quit and restart. I'm also occasionally seeing 2 rooms spawn on top of each other which does weird things to pathfinding. We'll definitely get those problems solved in the next build. 

I made an update to add a close button and a hot key. if you try it, let me know what you think.

https://hofstudios.itch.io/doe/devlog/31650/build-41-update