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banidur

4
Posts
12
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A member registered Mar 11, 2025

Creator of

Recent community posts

Thank you.

The game hasn't been abandoned, but the process is dragging on due to my lack of free time. I have to return to the project sporadically.

Adjustments to combat have already been made. Following the advice of a previous commentator, I made it possible to restore Spirit while dodging and completely removed its consumption during normal attacks. Furthermore, the ability to restore Spirit using consumables was present from the start. In the current version, there are four of them.

The lack of an escape feature is due to the fact that I want players to avoid combat. In fact, you can only complete an act by fighting the "final boss." That's how I see Vermis—a path to nowhere, a journey that requires the last of your strength.

The next act is essentially ready—I just need to make a few tweaks to the gameplay due to the introduction of a new character and (the longest part) translate the final version into English. I won't give any deadlines.

Thanks for your interest in the game.

It seems you're all right: the Witch and the lack of Spirit are causing difficulties for players. So, I removed the resource consumption for simple actions (and replenishing Spirit with Dodge is a great idea, thanks again!) and reworked the Witch, but still left her a formidable opponent.

I'd like to upload a reworked first act, but I've decided to finish the second and post the whole thing. With new locations, characters, and mechanics. Lack of free time is really slowing down development, but I try to devote at least a couple of days a week to the project whenever possible.

Thanks for the advice. The way I saw it, the spirit should limit the player's actions—for example, so they don't constantly run around or engage in unnecessary battles. The levels are designed so that the player can effectively avoid fighting at all, right up until the act's "boss." I certainly don't want players to memorize enemy behavior patterns, but rather to be a little more attentive.

I'm not entirely sure who you mean by "the withc man." If you're talking about the Bone Keeper in the tavern, his most annoying ability is that he permanently breaks a character's bones with a small chance. Otherwise, he's quite frail. As for the Witch Head, she's more like Mr. X from Resident Evil, but with a fixed route. I simply added the ability to kill her so players don't feel completely helpless.

Thanks for the feedback. And it is not necessary to kill the witch. With due attention and skill - it is possible to avoid meeting her