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(+1)

> Which boss? skeleton one?
No, the snake lady you fight on the rug

> claws
The enemy that burrows that can also hit me while burrowed. Just that same sound you're using; even though the game was loud as a whole, that one felt louder than the rest too, but it's fine if temp.

> press down to fall down faster
I think the game over screen has charm the first time, but I'm not sure why you wouldn't just allow moving to the sides already while falling and not needing to fall down all the way.

> skelly boss on your face
Well I wouldn't worry for now if you plan on making some intro sequence where it moves from the cauldron to the center while the game auto-walks you back to in front of the room door, but yeah.

> op bolt
I think it just needs to be more scarce yet still usable in some way. If you make it resource-based I'm not sure why you've got so much of it. General balance thing, I guess.

> event reset
I didn't leave; I tried to screencap with ShareX (external program, might've made the window lose focus) while the previous double bell double text bugs were happening. Maybe that  caused it?

> upgrade through ESC
Oh, even after i found out the menu I didn't realise that was a thing. Also the end text says to hold ESC but you gotta quit with the door.

> played a fair bit
Yeah it was pretty fun and I want more :)

(+1)

> No, the snake lady you fight on the rug

Yeah snake is janky and mostly there to show visuals of it all

> Just that same sound you're using; even though the game was loud as a whole, that one felt louder than the rest too, but it's fine if temp.

I'll check the sound on that!

>I think the game over screen has charm the first time, but I'm not sure why you wouldn't just allow moving to the sides already while falling and not needing to fall down all the way.

there's actually no reason, I could just let players float down with the hat whichever direction, it just stayed that way and wasn't a priority to change but I'll do it at some point.

>Well I wouldn't worry for now if you plan on making some intro sequence where it moves from the cauldron to the center while the game auto-walks you back to in front of the room door, but yeah.

I want to keep it sort of a surprise since she gives you the jar and seems nice (throughout the dungeon once I'm done with it), then turns on you unexpectedly which is bit cheap but also something I thought would add character a bit. I'll kinda lenghten her first sequence but I won't make player walk back to safety. There are like 3 times control is taken away from the player and they all basically make player stand still due a spell or because something hit him, I really don't want the character to move without player's input.

> op bolt I think it just needs to be more scarce yet still usable in some way. If you make it resource-based I'm not sure why you've got so much of it. General balance thing, I guess.

General balance isn't that great at the moment but I do want to give players a bit of an ammo to play around with magic instead of going through thinking it'll be scarce. I probably could balance it better not only with drop rates but also enemies that require magic to kill etc.

> event reset I didn't leave; I tried to screencap with ShareX (external program, might've made the window lose focus) while the previous double bell double text bugs were happening. Maybe that  caused it?

I think I messed it up when introducing textbox, I'll fix it soon enough.

> upgrade through ESC Oh, even after i found out the menu I didn't realise that was a thing. Also the end text says to hold ESC but you gotta quit with the door.

That's so old I'm surprised I haven't changed it yet, thanks for pointing that one out.

> played a fair bit Yeah it was pretty fun and I want more :)

It's coming, thanks for playing!