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actualfint

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A member registered Mar 06, 2021 · View creator page →

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Great theme and execution, awesome vibe! The length and frequency of the AI turn calculation is kindof a drag sadly, but otherwise I liked it!

Felt really complete and fairly polished, the art is pretty sick! My main bit of constructive feedback would be that it was difficult to distinguish environment from enemies from items a lot of the time.

Awesome presentation, legit horror experience and great vibe. Main constructive feedback is that the map was difficult to use!

This is awesome, I'm a huge Achra fan and this scratched a similar itch of creating really cool combinations and watching your build just get out of control powerful. I like the ultra simple inputs as well, but also felt that (at least with my spells) I only ever wanted to proceed. With a little clearer information hierarchy and UI polish this would be even better!

Seems like a decent start but I ran into some issues. First of all, I can't move RIGHT because I'm a vim key player and L is bound to Look! Secondly, seemed like any monster I ran into early on would just smoke me. Lastly, it felt like each turn took quite long after each button press, and needing to press space to clear the dialogue after many actions (eg combat) felt tedious and unnecessary. With some polish and balance though I can see some potential!

Very interesting idea but I found it hard to follow how my sides were going to line up with each move. Also it seemed like the enemies weren't really intent on attacking me and sortof wandering around, only occasionally blocking my path. Also I would recommend some keyboard controls and potentially making it so each turn can go a little quicker!

Some interesting ideas here and a fairly polished package! That said I felt like for being stealth-first I didn't have a lot of opportunities to leverage stealth  - I saw there were vision cones and so on but I didn't necessarily have the means to avoid them or predict how they would behave which just lead to me being caught a lot of the time! 

Hey thanks for playing and thanks for the feedback! As you've noticed we were low on time to smooth out the difficulty curve and so on, will look into the issues you mentioned as well!

One thing I realized is that I hadn't put `Spacebar` to wait a turn in the control description, which if you were playing without is like playing on hard mode.

Thanks again!

Looooove the vibe, and pretty fun! Would be cool to see some additional mechanics and maybe the balance smoothed out a bit, and maybe some additional visual indicator of where/how he's going to shoot to allow for better reactions.

I liked the mouse movement, constructively I would think about making some more concrete shot patterns, and having some cleaner visual feedback on getting hit, also health etc

Cool take on Missile Command, I really like the dialogue stuff, I think somehow two songs started playing at once for me though

Great use of the theme and unique idea, pretty fun! I'd love to see the shot cooldown a bit shorter, faster retry time (death screen, fade in etc takes quite long!), and more bullets!

I really liked the use of the theme - my main piece of constructive feedback would be to make the player hitbox smaller!

Thanks so much for playing and for the video! You got some rough RNG in the second area both times haha, map generation stands to be smartened up for sure

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Thanks so much for playing and for the kind words!

RE: the death issue - not one I've seen yet! Do you happen to remember if it was from an enemy's attack or a blood loss tick?

EDIT: I think I figured it out - due to the timing of blood loss damage you currently actually have 1 turn to pick up blood when you get to 0 lol, which thematically is sortof fun but confusing!

👀

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Thanks a bunch for playing and thanks for the feedback - controls and usability are definitely some of the biggest pain points that are on our radar. All items that are interactable highlight with a white outline when you select the interact ability, but currently usable ones will also have a red square underneath them when you are next to them. Definitely a confusing setup that can lead to things feeling broken. Really nice idea with the weapon switching as well. Thanks again!

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He would never be allowed to touch me

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Some of the most fun I've had so far, love the old school vibe. Died to fall damage trying to jump from my roof to the next lol

All set, thank you!

Nice aesthetic, felt like my health would just drain sometimes when an enemy spawned on top of me

Great job, had some fun with the different puzzle mechanics and love the aesthetic and the body horror!

Thank you for playing and for the feedback! Gameplay and difficulty needed a little more time to bake :)

Thanks for playing! Artist really killed it!

Cool style!

Thanks so much for playing! The submitted version is definitely on the harder side and needs some smoothing out around the balance. Also noticed in the video there were times you were right next to some of the healing interactions and maybe didn't notice you could use them - stove in the kitchen and medicine cabinet in the bathroom. Could use a lot of work around communicating that stuff. Thanks again for playing and the feedback!

Hi folks - I submitted a Windows build in time yesterday but was having a WebGL build issue. Would it be possible for me to get temporary upload capability to put up the WebGL build now that I solved the issue? Build will be unchanged from the submitted Windows build.

Thanks!