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Was good fun, I played with a controller and did most of the content. The movement feels alright, but the combat is stiff. Maybe allow attacking while moving? I also didn't like the contact damage, for whatever reason it just doesn't feel right for a game like this. The visuals look nice as usual and I had no issues with the other-world filter. The items are fun to mess with, but I'm not a fan of having one big list to cycle through, perhaps have a zelda-like equip-4-at-a-time system? The camera currently coils to not go through wall geometry, but I think for this style of game(without ceilings), it makes way more sense to just have the camera float above the player so it doesn't jarringly move if it intersects with a wall. Though I may be wrong and doing so would cause more issues than I think, so whatever.

 Small glitch: I got stuck repeating the first hologram's conversation and had to ALT+F4 to leave. No matter which option I chose at the end (the 'repeat this again? vs 'thank you' options), it would repeat the conversation. The culprit may be the 'selection made in index: ...' It keeps on counting up, so maybe you have a switch case and it defaults to the 'repeat conversation' choice?

 

Good job on the demo, hope to see you improve upon it.

(+1)

I think Attacking while moving might be too unrestrictive, but I'll play around with reducing the Time you're locked out of Inputs and/or adjust the Animations to make it feel less Stiff. Glad to hear Controller was working. I got repeated Feedback about the Contact Damage feeling bad, I'll keep the functionality, but think very carefully about which Enemies should actually have it enabled. By default I'll turn it off, thanks.

I didn't have the Item Quickselect wheel or anything like that on my ToDo list for this DD, but it'll be there next Time. I very much agree that cycling through so many Items only via moving through a List is annoying. 

Camera clipping is definetly something I need to look into more, if it never clips to Walls, it'll probably show various weird mesh intersection issues, but how it currently is isn't very nice aswell. I did have a system to turn the Meshes between Camera and Player invisible/transparent, but that ran into build issues so I had to disable it for DD. Sorry you had to go through how it is right now.

I look into the Dialogue System again, I had to redo some Things for DD quickly in the End, and I might've messed up on Dialogue that loops back or something, thank you.

And thank you very much for Playing!