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Very valueable feedback, thank you!
We will examine all the things and patch them out :)

Really like the idea of the game and the difficulty curve felt relatively fair too for a more or less hard game. First time I died was during the disco fight (first "red wave").
Great to hear!

Sometimes it felt like I should have gotten hit, and at other times it felt like I got hit when I shouldn't (Probably just my "bias" though, so no worry. It certainly isn't inconsistent by code etc., just wanted to mention it anways)
Yea we recently changed some important elements of this. We examine it futher a bit

You should really tone down those flashing colors in the last fight. It was the only time where I felt irritated/got a headache, and it wouldn't feel like something is missing if the second of flashing colors weren't there.
This is some sort of bug, I will try to fix this. I know what sequence you mean

Maybe you could add a setting for "text speed", since it really felt rather slow in certain situations (I'm not somebody who skips text btw. but it is just too slow for me in general)
We will try adjusting this with skippable parts etc.

Would be nice if the last 2 bosses were replayable too. 

Good to hear you mention this! Did you want to fight them several times or another reason?

Btw. are the brown spots in the disco something special or just some beverage puddles?
Lets leave that as a mystery, I don't even want to know.

If you go back to the start you see your broken body and the thief. Keep in mind that this happened when I went back to the start after the last boss (no idea if it happens earlier too).
Yes, we are currently looking into this one!

It is also possible to stand "on" the disco boss (doesn't seem intended since his lower body has a hitbox, but his upper body doesn't)
Yeah I guess its a bit weird with the collision but otherwise he is blocking such a big space. 
It kinda looks fun aswell so I don't really want to change it :D

Sometimes floor tiles are visible in non-reachable areas (so they should probably be blacked out). On example of this is visible when you are in the room with white face and look at the bottom right of the screen.
I am not sure why this is a problem thou?

Thank you so much for your feedback and adding these pictures for the extra mile, I bet it took some extra work to do this but it really helps us to understand the issues you had. 

I am glad you enjoyed the game and hope you stick around to see more! :D

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Would be nice if the last 2 bosses were replayable too. 
Good to hear you mention this! Did you want to fight them several times or another reason?


Since there is the option for the first two it just felt weird not to be able to do it with the other two ^^
Could be interesting for people who want to finish a boss without getting hit for example. They probably don't want to replay the whole game to get there again (sure, not saving after the boss would work too, but would still be nice to be easily accessable in some way too)


Sometimes floor tiles are visible in non-reachable areas (so they should probably be blacked out). On example of this is visible when you are in the room with white face and look at the bottom right of the screen.
I am not sure why this is a problem thou?

Just feels a bit out of place. Nothing major, but it looks more polished imo if it's "cleaned up".

Since there is the option for the first two it just felt weird not to be able to do it with the other two ^^
Could be interesting for people who want to finish a boss without getting hit for example. They probably don't want to replay the whole game to get there again (sure, not saving after the boss would work too, but would still be nice to be easily accessable in some way too)

I totally understand. We are potentially discussing a bossrun mode where you could select battles later. For now we added replayability if players needed to "practice".  Storywise I don't want every battle to be replayable because if enemy disappears or similar in the next scene.

Storywise I don't want every battle to be replayable because if enemy disappears or similar in the next scene.

Yeah, makes sense, I didn't think that far ahead ^^'