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(+1)

Finished Act 3, still great stuff!

Found two places at the motel where I could leave the path:



Balancing still felt very fair (did the level 17 run), only the wolf boss was a bit of a  longer roadblock. All of the encounters made me feel like I could beat them as long as I use a proper strategy (working with status buffs/debuffs with the party, sword of damocles strats with Firestarter Sarah).

Music is still absolutely gorgeus. Liked the remixes and interpretations of music from previous acts, for example the fleshrite remixes during the bloodrites backstory explanation part. Everything is still super stylish, I especially adored the Firestarter vs. intros for young adult Sarah and her enemies, those were a nice touch.

Writing was still great too. For reference, I always forced Sarah to go to work and take the Mariner classes so Joergen can return. Still masterful at setting a mood. Also still enjoyed the jokes sprinkled in, my favorite one in act 3 was the blocking box in the motel, that blocking box company is truly a menace. And of course, after two acts of dark tormentuous psychological scenarios, you go even further and introduce not only Canada, but also a Canadian. I'm man enough to admit I flinched a little when he said aboot.

Every other praise I mentioned in my acts 1/2 feedback still hold up, this is a very unique game with a very distinct voice, I think you have a great thing going here!

(+1)

Glad you liked it, the collision system overall is a mess and relies on me bonking out invisible boxes and not missing one... or a few. I thankful when people point out the mistakes so I can fix them. Glad you liked the small Canada hints dropped, there are some details concerning the overall world hinted at here and there, at some point I will make a world map that is likely to be equally shocking and hopefully hilarious. Jimmy Winters canadian accent is intentionally a bit uneven, I do not know if you got the conversation where he and James talk about his old football stuff but it is spelled out that he does not really have an accent left after living in America for so long but intentionally makes it stronger sometimes since he finds it makes him more "mysterious". Felt like a Canadian/American dad thing to do. 

I have a question for you: the characters in dream team come from another project if I have understood things correctly, could you point me in the direction of that game so I can play some more of your stuff? 

Yeah, I think that was the old football stuff conversation at the helmet where I took the aboot reference from. Looking forward to the world map, the world building throughout the acts is a great point too, I hadn't touched upon that yet. We got glimpses from the more cybernetic world in the form of for example the android doctor in the previous acts, but act 3 really paid it off by showing what life is like in the big city. I think that is also a great draw for your game, it makes you want to see more of that interesting world.

Regarding Dream Team, I think you tried both versions that include the characters, the Gamescom one and the prison one (thanks again for that!). I think I might have written in one of the descriptions that I based the characters on the characters from my Ludum Dare game "Inside", it might be that (but it's just very loosely the apathetic main character, incompetent bossy sidekick dynamic).