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Just finished this, and I had a good time with it. The first boss took me a few tries, which felt nice. The tension of having to crank during fights is still fun. But it feels like it would be nice to have a means to dodge or something to help position for that. It was a little awkward to move through a group of enemies to get to a corner even though it was possible. Do you plan for the combat to evolve much?

Also, I spent all my xp on AP upgrades, and at some point I ended up with a greater max AP than I could restore with the crank. I don't remember seeing any other bugs.

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There will be a sub weapon with at more defensive utility. It's not a dodge, but it can be used to help position for cranking undisturbed. Different combinations of relics can also enhance different play styles. Other than that, the core combat loop will more or less be what you see in the demo.

Interesting. Roughly how many times did you upgrade AP? Don't think I've coded max caps for the stats yet, but I thought the GUI would break or crash the game if a player upgraded too much.

Edit: Took me way longer to figure out than it should've. The code seemed fine, but I had mixed up maxPlayerAP with maxPlayerHP and I didn't see the typo at first. Thanks for reporting. :)

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Makes sense. I figured you probably had something like that planned. I'll look forward to seeing how the relic combos alter the combat.

I upgraded AP maybe 6-8 times, I think? Glad you were able to hunt down the issue with the cranking!