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The game was awesome. played it for a while. Never played something like this so it stands out unique to me. Liked the RougeLite mechanic (I may be wrong about the name of it). The art looks good, and the simple mechanics works well with it.

But I have found a bug, which I believe maciek.glowka (the author of the comment before me) had some issues with it too. After while, the game does not allow you to pick items, and how I'm sure of this is because I stand next to a thing I expected it to be a sprout and restarted the game and I was able to pick it, in fact I was able to pick everything pickable afterwards. 

So here's a bug report for you, and I'm glad I was able to help.

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thanks so much for the kind words! it means a lot to hear that the design of the game works, since it's a mishmash of a lot of mechanics from other games that I like. so if the core loop of Silt Spawn is fun, then the demo is a success!! :D

that said, I'm sorry you encountered this bug :( I'm tempted to say that it's more of a bad design choice on my part instead of a bug. but either way, I realize now that you should always be able to grab items, and the idea of a "selected tool" really doesn't need to exist. hopefully, in reworking this, the bug you found will get squashed! so thank you again!

Oh that didn't even crossed my mind, and yeah I agree about changing it to make the players be always be able to pick items, which is just a simple action and doesn't really need the extra layer. Tho if you prefer it to be this way, just let the player know somehow, as it is not something common in other games to be assumed(at least I haven't seen it).

And the game itself, the setting and the environment looks unique to me and I believe the idea is worth polishing. Here's some suggestions from me: Add more mechanics (but don't make it noisy), add objectives which get harder as the game progresses, and add some more NPCs, for teaching the player different mechanics(and also quests).

I'd be happy to see more from your game in the future.