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(+1)

I'm here because someone just mentioned the control scheme and shift to jump, so I'm gonna give feedback on that.

SPACE - SET STATS : is setting stats something you do frequently, that it needs to be on the biggest bar on the keyboard? If you press space by accident then press it again, the menu doesn't go away. You have to navigate until you find the other control that closes it again. Whack. It's true that I do need to bring it up to see the controls so there is a reason I'd want to bring it up for the first few times. Oh, ESC works as well so that's nice. Seriously though SPACE to bring up the menu SPACE to hide the menu.
ARROW KEYS : this is fine.
Z/X : Japanese games seem to love this scheme. Guess it's fine.
TAB - INVENTORY: Every time I have to try and close the SET STATS screen I try to use this to get out, but it's actually Z to get out. huh. There could probably be a better button for this if you're using a Z/X scheme, somewhere around QWEASD. Maybe even C.
LEFT SHIFT - JUMP: It works but I'm not really feeling it, ZXC-SPACE feels more comfortable for a jump. Also, the fact that you can't jump unless you take the 1/5 chance of selecting the right stat is a dangerous choice because most people will think the game is broken, you don't even acknowledge that the player is pressing the jump button. You need the jump button to do something, even if it's useless. I'd say something about how STR should affect jump height and AGI should affect something else like how much you can move while jumping but that's a slippery slope into a D&D rant. The most important take from this is, in game design, you should always react to the player's inputs and actions even if it's to show that the input is currently useless, so the player knows it isn't broken / it may be possible in the future.

Also, have an exclamation mark when an interactible object is present so you know you can press Z.

I've seen you posting progress for quite a while so good job of making it into demoday (again)! It's always nice to see the games in action.

(+1)

Everybody chasing me with pitchforks, well ok then, shift is gone. Now default for jumping is 'C'. 

I changed that stats menu, now we can check them and make them go away with space.

I alsoadded exclamation mark. Pretty good call as plenty of streamers wasn't even aware that some objects can be investigated. Items aren't marked though, I want to leave a little bit of pixel hunting in there.

With the jump, I intend to make a path where jumping is not needed at all, and to make it play like old point n click game. Jumping and fighting is an option for players that look for action so they should invest in these stats. That being said I should give more visual hints that low agility won't let you jump and write it in the text description for skills.

You can back out from inventory with 'X' as well.

Overall plenty of good suggestions for me to chew on. Thanks for checking out the game!

Good work!
Yeah, if the level 1 of agility said "can't jump" it would be a bit clearer too.