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It sounds like you got pretty unlucky with your first sets of mutations with the rejected arm and sack feet. Sack feet is the only mutation that REMOVES dodge roll so don't worry about that happening often. Some of the other dodge rolls are immensely useful compared to how that one is so un-useful, but we'll keep balancing the RNG of it as we keep getting feedback. No matter what dodge roll you have though the level exits should be reachable but some secrets/stockpiles do become un-reachable with certain dodges. 

We'll definitely tweak the transmitter arm soon as well, it should definitely be able to pop geysers and perform basic melee functions just with reduced damage. It seems like the range is too low now or something though.

The Hailshard meteors are a randomized weather trap that we want to be punishing if you don't respect them and also occasionally able to be manipulated by your positioning when they drop but they're maybe a bit too punishing now. 

You're right about the laser too, it's just not hooked up yet. Someday it will be but there's not much of an advantage to turning it off for now so we haven't prioritized getting it working. 

Honestly the worst part about losing dodge roll was the fact I got a dodge roll buff mutation on one of the other DNA bits I'd slotted at the start of the same run.

The actual hack melee function range was fine, but even standing basically on top of a plug I couldn't knock it out.

Mostly the thing that bugged me about the Hailshard is that there was no obvious reason to why it damaged me upon exploding. No big fireball, no shockwave, no shower of shrapnel, just apparently arbitrary damage.

Speaking of lasers, the Prism excavator boss can bug out if it gets hit by a shock grenade. I managed to make it as far as that fight in my previous run but by the time I figured out that damaging it seems to have something to do with the plugs and towers, it ate a shock grenade and just stood in one place for the rest of the fight, spamming its lasers at me until I died.