Wow, okay, that’s amazing lmao. Thanks!
Alenar Soft
Creator of
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Thanks for playing!
It seems you hit some bug (selected spell doesn’t appear in the spell dial) - but that’s unrelated to the issue you were having. You were unable to cast Remedy because you don’t have enough energy, as indicated by the red flashing in the bar. Do you think I should make it more obvious in some other way? At the very least, it’s pending a sound effect. Not sure what is causing the actual bug shown yet as I haven’t seen it before, but I’ll try to reproduce it and fix it. Thanks for the VoD!
Tracking attacks are intentional and quite integral to combat as you’re mainly meant to use your dodge to quickly deal with them - watching your VoD it seems your dodge button is assigned to “Leer”, not sure what key that would be on your keyboard. It is Space Bar by default. I think the input name usually gets auto translated by the system for that one so maybe that’s what it’s called in your language.
Turning VSync on and then back off crashes the game. Turning Alt VSync on crashes the game. Then turning on normal VSync crashes this time too. I dunno. Playing 0.8.1 on a windows 7, trying to stream on Discord at the same time, seems to work otherwise.
Your sprite can clip under buildings’ sprites, specially diagonal ones: 
I still visually lose myself in the first level because everything is beige.
Tall buildings shimmer quite a bit when the camera moves, both on the rooftop edges and on the sides sometimes.
Looks cool.
UI feels clunky to navigate, what with containers being all the way to the left and inventory on the right. I don’t have three hands so please don’t bind inventory to i.
Why can one closet be accessed but not the other, at the start?
I find directional combat to be good in concept but in practice the camera seems to have a movement deadzone which, maybe regardless of it, feels like you need to do camera sways too large to properly aim, and then you need to re-aim your view at the enemy in time… how about letting me hold a mouse button where the camera will lock and I can just choose the move so to say? Admittedly I’ve not played other games with a system like this.
It seems that having multiple equipped weapons will make the one you swing collide with the one on your back. How does the game even choose which one to bring out?
Fighting always felt like I didn’t have enough time to parry or dodge… or I thought I did, but the game hit me anyway.
As it stands I feel there’s not that much reason to play, but I’ll keep an eye out for future updates.
Neat prototype, I’ve only got a couple things to say.
- Lower the audio, my ears are bleeding.
- Maybe there should be some visual indication in the pipe that the water can only flow one way, even if it’s just painting an arrow on it or something… as it is it’s just a pipe, and I mean a pipe is just a pipe, why can’t the water flow downhill?… oh, I have to reverse the input/output… It works just fine but the visual flair would make it make sense.
- Water sound doesn’t sound very watery.
- I felt only the last two levels were actually puzzles.
- You give no indication of being able to place the magnet mid air, or at all.
I always love seeing retro rally games, but I feel it also suffers from the common overly sensitive turn controls issue. It’s very easy to oversteer and hard to counter it without then overshooting in the other direction - some of this is the fun in these games, but too much and it just feels like you can’t have any real agency on your movement. Also, whenever you spin out and end up going backwards or so, it takes a couple seconds of holding forward until the car actually starts moving forward - this really feels like the wheels have lost all traction for a good bit there.
I have tried both doorways but I really have no clue what’s going on at any time. I didn’t need to combine any items or do anything besides opening the red key bars door to escape the first level, and on the second level I cannot find a weapon so I can’t say there’s much combat to be done. Also, for some reason my dialogue got bugged after a while and I could only pick the third option or last if less.
The levels all just feel like an open field; the lack of a physical objective and terrain that is nondestructible makes any semblance of layout currently irrelevant; destructible buildings seem to only give you an advantage and enemies a disadvantage, and so it doesn’t feel like there’s any design to them. The… third? desert with water. level felt a bit more interesting with the water slowing you down and there being hovercrafts. What I think you should do is add in non-destructible terrain and physical objectives in the mission that you have to attack/defend/escort? or simply progress through the level to a goal, so that there is a reason to care about the terrain & certain spots can be better/worse to play around in. Destructible terrain would then act as a way to modify the battlefield as you play, but you would still be constrained to a degree on how you play in the level.
The visuals are very nice, but the gameplay feels quite dull for now. None of the environment feels relevant, and there’s not really any mechanics to counterplay elaborate enemies or anything like that, I can mostly just sit in place and shoot, and sitting in place elsewhere in a level doesn’t make a difference. I’m looking forward to the game being updated, though.
Neat little game but I feel it doesn’t do anything to go past the usual issue most/all tower defense games tend to have, which is that there is one correct way to win and it tends to be making a funnel. I guess that’s the genre though.
I would like to see this expanded with a level editor and please let me rotate the camera, just because I think it looks neat.
It would also solve typical issues like this: 
Thanks for playing!
On controller, you can use RT/R2 or whatever you rebind it to to use manual aim. This will always start you aiming in the direction the character is looking towards, instead of locking into enemies. You will still rotate though, it won’t aim relative to camera. Perhaps I’ll try it out, I admit it’s done this way out of familiarity with old tank control games.
TLDR since we discussed in voicechat: The level is a massive step up since the last demo and I only dislike the overly long corridor on the top left, the amount of paths and structure around it feels appropriate. Going to the right first feels slightly easier. I wish I had some better way to not inadvertently try to fire an out of ammo gun. Update mouse sensitivity without restarting!!! Keep it up
I mean no offense but I’m not sure I understood half of what you said, so I’ll try to answer the question instead.
I understand that the game wants to have a layer of mystery over its mechanics that you simply intuit as you work your way through these first puzzles, but it needs to do something so that it actually clicks in. Doing the same thing five times and then hitting a brick wall is not exactly what I’d envision. By dedicated introduction I mean having a narrative/map progression clearly unlock or progress after you do a few of them. I see a lot of things around this first area but I cannot figure or do much with most of them, and the things I could solve led to nothing. I need something to grab onto so I can derive some meaning from my actions.
I hope this clears it up a bit.


