This has a hard time running on my laptop. I doubt it would be able to run well on even well specced android phones without serious optimizations.
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While I can't control your whims or general direction, I genuinely hope you don't burn out on this one or lead it into a meandering death. You have the start of something great here, even if you don't necessarily have plans for where to take it.
While I'm disappointed by the extended wait, It's totally understandable. I'd rather have a more accuarate estimate for the game as it's meant to be rather than a rushed effort to meet a quick estimate deadline.
It sounds like the program might be situated in a folder that it doesn't have the permissions to modify, I would try moving it to a secondary drive if you have one or to a different folder on you C: drive that doesn't require permissions.
If you go to task manager and to the GPU tab, you need to select the options for CUDA and look at VRAM usage. Even when the GPU is used, CPU usage will also be high. I don't think CUDA use will actually show up as high GPU %usage
The performance in some sections of the game is AWFUL. Unplayably bad, ~2FPS. I'm running on more than capable hardware. This occurs in the desert sandstorm section (only when not in shade) and again during the computer segment which follows that (but only intermittently, I think it's tied to the flashing tiles somehow). Please fix this ASAP, it's nigh impossible to get through a timing based section when the game has wildly bad timing.
I've given the new version a try. I like that there is a confirmation to start the game now as opposed to it automatically starting. I've tried two controllers, my usb gamestop xbox 360 controller, and a generic USB ps2 controller, both work for other games. I was able to connect and use keyboard and the xbox controller at the same time successfully. However, while the game was able to detect the presence of the PS2 controller in the menu while connected, it seems like it didn't have an attack/select button bound, and there was no option to rebind buttons in the options so I could move around the menu, but not select or attack once in game.
My only criticisms are that there aren't enough non-generic interaction messages, for example when using a broom on a dusty shelf (make the shelf no longer dusty, maybe?) and that it's often not clear how a problem is supposed to be solved, relying on the player happening upon something strewn about. Other than that, I like the atmosphere, the sound work, and the consistent art style. The animations are sometimes a little lacking, such as the jumping dog (too robotic) but are usually fine. Nice little game.
The spell locker guy BADLY needs nerfed. If he spawns and is far away, boom. End of run, nothing you can do, you're trapped with no way of fighting back. Done. Maybe make it so they can only move every other turn or something, because it's far too potent as it is.
It gets really hard to tell what's happening past like level 10-15, but I guess that's a limitation of the display resolution. The aesthetics, sounds, and idea are pretty good though. Nice stuff.
Needs a lot more to be something presentable. The environment is easy to break, I slipped out of the level just by walking into the corner of the room, and doors can be bypassed by walking through them. There's no menu, hardly any content as far as I can tell, and the controls feel simultaneously too slidey for walking and too sensitive for camera movement.