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(+1)

Last time I played your game was still all 2d, great job so far.

I like a lot how you can tetris forniture, and maybe a tutorial could be on "an item must be reachable to be purchaseable" and so on.

I also like a lot your cleaning system

I lolled when I heard actual recette speaking, and there are already nice little things like puttin on your hat and animating your 2d portrait. Even if I love all of this, my suggestion is to keep your game as humble as possible, so voice acting (if not done by you and your friends) maybe should be avoided, as any other money trap.

Dungeon mode is still under construction, so nothing to say here. My overall tip it's: better build something simple and solid than something overscoped that blows up in your face.

I don't remember nothing about your story beyond the fact that you have a brother+sister, rememeber that the ticking clock to make more money and pay your load was a vital point of recette.

GL

Thanks for playing, I appreciate it.

(+1)

I now noticed your first post:

Main thing to try is the new combat gameplay. In particular I want to know what people think about the movement and the process of having to pick up ammo after shooting it. 

dungeon movement is fine; 

dunno about sprinting in a line, it's something you can judge only with a level (mobs/traps/walls)

same for ammo pick up, we need an enemy to test it on: the bullet will pierce enemies? how many hit you need to kill an enemy, how fast/big is this enemy; what happens if you lose a bullet (or forget to pick it up) etc etc