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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!