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Pretty neat, esp for a early build. I personally find the difficulty fairly reasonable and would probably seem more accessible once some sharp edges are ground down. One of the first things I noticed is that there is no input buffer or new key presses overriding old ones. 

ie; shooting and then pressing the succ ability before you take your finger off m1 resulting in a dead input. It makes the game feel a lot clunkier than it otherwise would. Same deal with weapon swaps. Not being able to swap while holding fire makes it feel quite awkward.

Zooming the game out would also help, the visibility feels quite limited especially with ranged enemies and tracking bodies.

On the note of bodies however I actually quite like the whole body collection system, it incentivizes playing close to the enemies even with ranged weapons and keeps the combat on the edge.

Last thing that comes to mind is something probably planned but tooltips would be very helpful. Especially in regards to picking up new weapons, having even a simple clue on what they are supposed to be would help with the general experience. 

Making the devour and fire mutually exclusive is a deliberate choice so that players can't just constantly devour while firing, making a window of vulnerability. As far as the weapon swapping goes I'm not sure if that's the case I'll check out what I can do for that, I don't recall keeping any checks for making that exclusive from other inputs. Tool-tips will be there, as I said there will be tutorials in the story mode and every time you unlock a weapon by beating a boss in one of the levels you'll get some kind of tutorial explaining the weapon's mechanics.

I've just checked out and tested weapon swapping. You can definitely swap between weapons while firing. The only exclusion is firing and devouring.