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Thanks for playing! I’ll try to answer everything:

  • Demonic Anomalities Termination Agency, in the future an intro establishing the setting will play when you launch the game.
  • The dialogue sprites are WIP, just concept art.
  • The game scales to match the window pixel-perfectly (base res * int), but you can toggle pixel perfect mode off in the video settings (can only be accessed through ingame pause right now).
  • I’m not sure I understand the backgrounds feedback, which rooms do you feel suffered from this?
  • Bad acting. It’s explained in the end cutscene.
  • This started out as a short jam project, there’s a longer mission which the full game will have, but future demos will have more challenges and short missions. I don’t really plan on having a lengthy story for now, maybe in a future game.
  • Yeah, it started as resident evil and ended up being quite parasite eve 2 haha. If you’re talking about the challenge, this one is quite gimmicky and hard on purpose, future ones will have a smoother ramping up of difficulty. In the “main game” rooms tend to be far wider and feature cover. Regarding aiming: If you hold RB you will autoaim, RT is manual aim. While autoaiming, you can flick left/right on the left joystick to switch targets. From what you’re saying it sounds like you were only manual aiming all along.
  • Currently there’s 0 environment interactions. No time! Will be there in the future.
  • Maybe. It is designed this way atm to be more in line with Digital Exorcist. It would need quite some work to make sure everything works right, so at least not for now.
  • We’re going more for action, so there’s no inventory management or backtracking like that. HP is simply shown all the time. In the “main game” you do pick up items and navigate some more, but they simply display on the left side of the game screen.
  • Answered this earlier. Adding emotions would be very late production polish so not really a consideration right now.
  • You get 7 bullets and I like the challenge of keeping count, personally. Thanks for all the feedback!

I noticed it mostly in the starting Screen, when I didn't realize the difference between the Wall blocking the Window from the Street and was thinking for a while I couldn't talk to the NPC.

A Shame that you're not adding a lengthy story into this.

I probably was exclusively manually aiming, I'll try auto aim later maybe.

As for the Screen, I understand wanting pixel perfect scaling, but with the Amount of Blackspace left, you could easily have scaled it up more. I guess thanks to the Dialogue being technically part of the Winow it just looks that Way without actually being true since you have a giant black Rectangle at the Bottom where the Dialogue would normally be. I'd still suggest just moving the Dialogue Window on the actual Playing Screen, instead of always as a black Element on the Bottom, and setting the Resolution of the Playing Screen to 16:9, that Way it should most of the Time cover the Screen completely or almost completely. Sure, it may not fit the Limitations of old Screens as well, but while it's fine to take inspiration from older Games and/or Tech, it should be clear that you're not developing for the old Playstation or CRT Monitors or anything, but for modern PCs, so in some Parts you need to account for that. ( Unless you're actually releasing this for Playstation, in which case ignore this obviously).

Thank you for the details!