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(+1)

I liked the narrative and the explanations of the sigils, once they were used. However, the gameplay is a bit too simple for my taste, although it seems that you still got some plans to improve on this aspect. I have a few notes that I hope may help you:

  • In Godot, you can merge the .pck into the .exe (just tick the "Embed PCK" option in the export settings).
  • I would like a little less text in combat (you could use more colors and symbols).
  • Seems like this is incomplete. 
  • At the end, 3 enemies appeared that I couldn't see (I suppose it's because they're being rendered behind the wall). 

In any case, great job and I wish you the best 🤝

(+1)

Thanks for the feedback! I have to spend some time scripting exports in the future so the .pck advisory is well-appreciated! Many of the animations are unfortunately placeholder(meaning: absolutely permeant and shipping in the final game!) Usually I have this rule of ‘no placeholders’, but I need to be more strict in this regard. Proof-reading is also not my strong suite 🤣. I plan on writing a .csv document or the like that’s change tracked/grammar checked/linted to catch these issues in the future.

As for behind the wall bug, I’d thought I had fixed that issue, but need to return to it. I use the same raycasts as for movement collisions for checking if enemy encounters are triggered, but there appears to still be an edge case. I’m betting it’s because I buffer move inputs so the encounter is triggered, but you still do an extra move and the enemies are relative to the player transform so they appear behind the wall. image.png