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Automne_Eternel

10
Posts
2
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A member registered Aug 11, 2023

Recent community posts

Found a couple bugs just now:

Has you collect bits in the city the display count adds the total number of the bit type that you collect twice in quick succession.

Had my teleport character be stuck in the air as I tried to TP with her while getting grabbed by a basher (she's level 3) also I can't remember if I was already in the air, jumping or not

Dunno if it's intended but the bombs still paint the floor with the player's colour when the hazard "wild card" is on

Awesome! I'll be sure to comment here if I find any bugs! (if that's okay)

And also this one, on Pixel Peak
https://gyazo.com/dd326d456f6b47cb150d47ec7279f4a4

Hayo! I found another one of these, hope it'll help
https://gyazo.com/b502b423197c636dda1e7db2f1894008

(2 edits)

Found some geometry the roll ability can't get on top of (not sure if it was acting this way before this update or not)
https://gyazo.com/b5064a7c8adc6d03896ce7c729dccdb9
Might be because that platform has a single edge for a face?

Didn't know if there's a specific place to report bugs, sorry!

Been playing here and there with the 5.7.2 update. I'll share my experience regarding the changes here, if that's okay
The dash feels way better while not being absolutely broken anymore. Teleport is alright as ever and the wall jump felt a bit less responsive (hella clunky still but it remains my favorite of the bunch), as for the dodge roll it went from kinda pointless to being the best movement ability since the removal of cost, honestly ^^'

I like that each characters have each a fixed ability now but I fail to see what having different jump heights brings at all at the moment. In my experience all it did was making the new cat character not being able to jump up the 1 block high platforms :shrug:

I won't criticize the bantering characters too much since they just got implemented, and I'm guessing skipping the intro cutscene will be a thing in time. Although I sincerely hope the dialogue box popping up during gameplay will only be an option. With the instructions on screen at all times it was already fairly busy imo, having on top of that a box taking away 20% of screen estate for no good reason was not appreciated AT ALL.
(I'm guessing the dialogues are only placeholders so I won't comment on them either)

Hoping my feedback will help!

(1 edit)

Well, you should check the latest demo. It is in fact (yet?) another engine. The situation of this game is very perplexing imo
Weird how they would throw away so much work from the older public demo, the one that was available on Steam until a few days ago.
The atmosphere they had felt legitimately spooky, the play with lights, clickables scattered around, customization, collectibles... I was having fun with that demo and I wanted to play more of 'that' honestly. It looked very good and felt promising from all the neat little details it had everywhere.

The shift of the current Unity demo feels very uninspired and bland in comparison. From the looks of it, I fear it won't get to that level of care and quality again. Such a bummer : /

Hello! I tried the different versions of your game, and I'd like to know where does the current Steam demo stand in the development, because it seems way more advanced than what is on itch.io at the moment. I find it quite confusing

Dang this game really has visual flair, it wrecks my heart to know their fate... I really hope they will get lucky and find a way to escape this hell brought by the dominants, yet again