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If you know what I'm talking about, in Stardew Valley you can enable to see a visual indicator of what you're swinging at. Sometimes it can be hard to aim at a chunk of tin or something, so a visual indicator or smart selector could be useful!

Being able to close the recipe book with the escape key would also be useful lol, instead it just brings up the pause menu
You know, like how you can close the inventory with the escape key

The game is really cool and has a lot of potential, I like the leveling-up system and the power orbs. I think it would be cool if the power orbs could be upgraded so that once you are full of them they're not useless when you receive more from monsters. Maybe make them a bit more rare, or maybe make it so you can combine two level one power orbs into a level two power orb?
I think the leveling system has a lot of potential in the sense that it could keep the game always balanced, like how you recently added that new green slime and made it so ghouls don't spawn until you are at least level one.

Another random thing, but a friend was playing on a world, and after fighting Blobby, his world basically became permanently really laggy. He also said that projectiles he fired were like, coming from a different direction or something, like his player and the server were maybe desynced or something. Anyways, thanks for making a cool game and releasing this demo :D

Thanks for your feedback!

As for the hit indicator, I think the trouble is there is no tutorial yet for explaining that weapons can be "swung" as in, click then move the mouse around, everything that the weapon swings into will be hit, you can visualize this by pressing F9.


I'll add the ability to close the recipe book with ESC. Thanks for mentioning it.


There are more powerful orbs, just not in the demo, the +2 and +3 versions drop from harder mobs. I also have considered doing a combination recipe to upgrade them.


Getting the balance right is hard. I've actually lowered the difficulty considerably since many people have trouble at first and I have played way to much so my gauge of difficulty is off. Enemies spawn based on highest player level, so adding a different enemy with higher stats later in the game to keep it fresh is doable.


Right now the Blobby boss shoots more and more blobs at the player and the number of them is not capped. This is probably what was causing the lag. I'll consider capping the spawns or despawning the remaining slimes when the player defeats the boss.


Stay tuned for more updates.