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A member registered Sep 15, 2017 · View creator page →

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From Mike:

We've had the criticism about group-blocking almost as often as the need for making chained attacks easier. I'm presently working on addressing the chained attacks, even a little more drastically than the last patch did. I'm currently thinking on the appropriate means to handle group-blocking. In the Mario & Luigi games it makes a lot of sense since you've got two characters and two buttons assigned to each of them, here it's maybe a little more ambiguous how to "map" that sort of thing, but I do agree that it would be an improvement if group attacks weren't automatically unblockable.

From Mike:

Ah, the good old Disappearing Alpha bug. What exactly are you doing when that happens? Does he just snap down behind that spot when you walked near it?

From Mike:

Hey Zelosq -- Thanks for the feedback so far, and I appreciate the video as it makes it a lot clearer and easier to reproduce issues. Don't feel like a douche at all. I've done this professionally for five years, and for a game in this stage I expect to see these kinds of problems -- and value it greatly when someone points them out so that I can correct them. Thanks to people like you we've stomped a lot of stability problems and will be ending this month not only with a decent base of funding to work with, but also with a more stable and more consistent build of the game working forward as our foundation. Without your feedback these would take a much longer time to find and reproduce.

The overworld is definitely the part of the game that needs the most work at present time, and we've got some plans to revise it, but we're holding back on those until after the Kickstarter's over. The overhaul we've got in mind is a bit extensive and therefore a bit risky otherwise. It won't fundamentally change in terms of graphics or overall construction, but functionally we want movement to feel less "floaty," and we want our level of control over the characters (esp. during cutscenes) to be more reliable. You can look forward to a number of the issues you've pointed out with it being addressed in the full game.

With regards to the Start Menu -- Yes, that is intentional. Chris is intent on a lot of diagetic design for this game with regards to the user interface. The pause menu behaving, as you point out, like an MMO, is a part of that.

And finally -- thank you for pointing out that issue with the combination ability. There appears to have been an oversight in our last patch to it!

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What sort of computer are you on?


I keep looking for an upvote button, because this is very useful feedback. Thank you!

Overworld's definitely in the roughest shape at the moment, and it'll take a little bit before we get to revising it. I definitely concur with your comments on that front, though.

I've been tightening up the battle system as the campaign has been ongoing. I think that by not this build that just went up, but the next one, I can probably address a few of your comments there.

-Mike Prinke

This bug has been noted and we'll be addressing it in the next update we post. Thanks for the catch!