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CyberShadow

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A member registered Mar 11, 2017

Recent community posts

(Edited 2 times)

Thanks, but none of those keys are working for me.

The in-game hints are showing gamepad controls, but I don't have a gamepad connected. Could the game incorrectly think for some reason that I'm using a gamepad, and disable keyboard controls?

Edit: Sorry, I figured it out. I didn't realize that I had to interact with the spikes in the background.

Edit 2: Finished it! Short and sweet, thank you!

How do you "Grab / Poke" with the keyboard? I tried every button and none of the keys did anything... except for A, which seemed to do some kind of quick fall.

Like "Papers, please" then. Sounds good!

(Edited 1 time)

Got it, thanks!

Maybe make emails modal (front & center) & pause the game while they're open?

Got through the first day by constantly clicking outside the game to pause it...

How do you play this? I get fired before I even read the intro text and figure out what's going on.

On day 1, Sei comes in. She asks for a sweet drink, then for a classy drink, so I make a Brandtini, a sweet classy drink. Then she asks for a Brandtini, again - no reaction that it's the exact same drink she just got.

(Edited 5 times)

Thank you very much for supporting Linux!

Here is my feedback from the demo so far:

  • The perfectly responsive controls, learnable enemy patterns, and random level generation made this a pleasure to play.
  • Are there any plans for persistent progression (permanent unlockables) for added replayability?
  • Maybe I'm just bad at this genre, but after a few dozen tries I'm not close to beating level 3, and especially considering that this is a demo, I assume that there are / will be many more levels after that. Not a complaint by itself, however my observation is that it's becoming a bit repetitive, and might get tedious before I can get over the necessary skill threshold to progress. Perhaps this is something that would be simply fixed with more content, or persistent progression to allow grinding up an advantage.
  • The Daemon boss seems to be considerably more difficult than other bosses.
  • Not sure if this is intended, but some weapons or weapon configurations seem to be significantly better / worse than others. For example, generally lasers seem to be much better than razors or Vulcan cannons. Ammo for some weapons seems to also last much longer than for others.
  • Razors and the arcing weapon modifier seem to drain ammo at a disproportionately rapid pace on contact (or arc).
  • It's a bummer that pickups and power-ups disappear when exiting the room, for example when entering a vault and finding pickups which would be much more useful after a boss fight. Is this an intentional design choice?
  • I've encountered identical, nearly-adjacent rooms on the same floor.
  • I wish it was possible to turn off the shaking HUD effect on low HP. I don't know what the "UI flicker" option in settings does, but it's not this...
  • Found a typo ("BULLETS" is repeated twice).
  • Another typo ("INVULNERBALE").

Looking forward to seeing the full version!

Export for Linux please!