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Thank you for your feedback, much appreciated. 

  • Agreed the UI was a bit rushed and will need some love  and attention :))
  • Regarding the difficult of differentiating the light sources, I will keep that in mind. I will try to experiment more with them to find a way to better distinguish them. Will look maybe to try color tints and/or directional dmg indicators.
  • Dark black goop? could you offer some more context about this, as I am not really sure to what you are referring? I can assume that it might be do to the lighting and how I draw the lights. The lights are draw in by shapes and are dependent on the form. I observed that when the shape is concave it generates some really dark areas, and in this case I do need to update my drawing method to minimize or eliminate those dark spots.
  • The invisible colliders, are indeed a bug created by the way I do the dmg handling. It seems that while in a damaged state the player can interact with all the layers of the levels. In this case it was hitting a wall that was 1 level down while he was damaged. Will work and fix this :D
  • Regarding Lvl3, there were no extra levers/plates to be found it was the first room where it was more of a puzzle. It was a combination lock type puzzle (although it has 2 valid combinations instead of 1, functional bug XD). Intended solution was to flip the 3 levers whit a candle above them.
    • I agree that the levers blends to much with the ground/environment, I will plan to update their appearance.
    • As I wanted to have some more puzzle like solutions to some rooms I considered that a counter of levers to be found was not appropriated as some solution might be more dependent on an activation order, or combination of levers.
    • Could add maybe a hint button or have some more rooms to ease in on the more puzzle like rooms. Would love some more feedback on this if possible. :D