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I've come with a few suggestions:

- Perhaps the descent into another level upon clicking the set of stairs could come with a confirmation message like "Proceed to next level?". I've faced a few situations where I've accidentally clicked on the stairs and went to the next level without actually fully exploring the current level that I was in.

- Maybe add a "screen panning" feature that allows you to move the screen without moving your character, for situations when you want to look around without zooming out.

Good progress so far, following this project with a close eye!

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Thank you! :D

1 - Yes, exactly. I’m still in the middle of rework how map objects work (e.g. traps are now still “monsters” :D) - and one of the critical issues is to fix that bug with going down the level without confirmation. It’s very annoying, I know.

2 - Yes, I thought a lot about screen panning. That’s not hard - it’ll just need to rework Pause UI a bit. I guess adding panning there would be the best option - as it should be “active pause” to asses the situation and give orders, especially when there will be missions with multiple characters simultaneously.

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Nice to hear about the missions things. I don't know if you're working on these too but maybe also:

- A transparent menu screen while resting to see when something is going to attack you, because having the enemy get the first hit on you while the resting screen abruptly shuts off, feels a little unfair to me to be honest. At least it should offer you a chance to dash away before the enemy's first attack lands on you. The rest icon imo should also be more lit up than the others so that players get to know that there is a button that you can press there which appears exclusively when you pause the game.

- The ability to see your character's overall statistics, so that I can see the total Damage Absorption value on my character if needed.

- A way to see how much time is left in either equipping/unequipping/repairing or attacking an enemy, like a circle timer that runs out or fills up around the character's in-game marker.

- The character when dashing also gets stuck on level geometry way too often, leading to runs being completely thrown away. Maybe any way to make the dash "Slippery" wherein it just slides along walls (as if it doesn't have any friction) may help with this issue.

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Yes, most of those are planned! :)

Resting UI should be reworked significantly, I hate that button. However, the core idea is that resting is extremely dangerous, even on a clean level. Though, I’m not sure yet if this will be fun enough. I guess immediately starting pause mode when the heroine is attacked would be a better option for now. I’ll fix that in next update.

About UIs - yes, I need to rework them properly. All of those are planned.

Yes, I’m aware of this dashing bug (it hurts both dashing and stealth attacks). I’m not yet sure why it happens, but eventually I’ll need to investigate it, because it’s very annoying.