Thanks for the feedback! We're reworkinga lot of locations and their connections, along with camera system to make it more intuitive. It should also be easier to tell the locations apart.
david_kay
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As for now the clothing and armor damage is very much random - It's the first iteration and we will be adding more complexity to this feature when we get through the more pressing isues:)
Same with ballance and difficulty
The voicelines have a bit of pitch randomisation, I guess the values are set too high.
Glad you liked the demo! A new update is incoming and the goblins will arrive soon
It's a playtest and we're stepping out of our little bubble to see how people feel about the game so all input is appreciated.
Controls, cameras and map layout is still being worked on. An update with several improvements should arrive within days. This is one of the reasons the game isn't overtly punishing. First we want to make sure the interface allows for a fair challenge.
As for the weapons tab - also a work in progress - the weapons are filled from the top to bottom in order of acquisition. The numbers represent the assigned slots and you can change them around by unequipping and equipping them - equipped weapon will take the first empty slot until all are full. If you want to rearange them it's best to unequip them all and then equip them one by one in the order you like. This will get reworked but it's how it works at the moment.
The game is a mix of different ideas and settings, and so is the tone. Horror is one of the inspirations but it's more of a vibe than actual horror. In the full game it might get a little more intense and have some horror focused setpieces but in the end you are playing as a timid elf girl running aroud with an arsenal of weapons and turning monsters into a bloody pulp so the setting is already quite absurd to begin with and the only thing we can do is to embrace the madness.
Thanks again for the feedback!
Haha, yeah, it's that phase when fixing one thing introduces three new issues. And we also have to ignore some of them for the time being to focus on the core issues like cameras and controls.
Sound sourcing in a game like this is a tricky thing because you think you should hear what your character hears but in instances where the character is turned towards the camera you would hear the audio mirrored - stuff would happen on the left and you would hear it from the right. It's same with vision - you don't see what's in character's vision, you see what the camera shows you. we just need to adjust the settings so it feels more natural.
The third person camera is dynamic and only activates when enemy is out of sight - at least it should as it needs adjustments.
Also recommend trying the game with exclusive keybaord or a gamepad. KB+M is so far the least optimal layout until we include more functionality for the mouse.
Thanks so much for the feedback!
Thanks for the feedback! The game is designed for a controller as a primary input but we're working on making them all viable. Tank controls is one way to expand movement beyond 8 directions and deal with cameras but will also introduce other limitations as it's more difficult to quickly change directions this way. It's a work in progress:)
It's super valuable! We're still working on the controls and camera - the cinematic presentation requires a lot of compromises but we're trying to ballance the game around it. It also feels different depending on the input - it was primarily designed for the controller where the analog stick works really well in adjusting the movement to the changing camera. We want to also include tank controls at some point.
Agreed on navigation and save system - it's still work in progress.
Utilising the shotgun takes some practice and is not always viable but I that's fair because there are cases where it can clear the entire corridor so It has to be difficult to pull off.
About the doorway with enemy - Yeah that should not be happening. Can you send a screenshot of the room?
As for the laser missing - that's on me - I should have communicated better that if you fire before the aiming animation is done playing - you will fire with lowest possible accuracy. This applies to all weapons. We might add an indicator for this.
I guess the RPG is a bit underpowered.
Thanks for the feedback!
Thanks for the feedback!
Yeah, the fixed camera comes with certain quirks - reacting to camera changes would make the player turn in unexpected ways and sometimes even get stuck going back and forth. This method allows the player to keep moving in the same direction - the control direction resets to current after you stop moving.
Reload button is also used to cycle through available interactables so using combined input guiarantees you will do exactly what you want. - same with climbing and crawling: it's so you don;t accidentally climb when you wanted to pick up something
Great idea and visuals. It's unnerving and creepy expecially with headphones on. The gameplay is too tedious with how long it takes to reload.
It should stay a short game because I don't think I could stand it for too long. I only got to the second level and I don't think I will go any further - killing off the nests and bugs is way too slow, and tedious and there is way too many of them in such a cramped space for this to be engaging.
I would love to see this expanded a bit and improved. Nothing too crazy - a bit more content, some additional features like another weapon and partial reloading for example.
Some suggestions regarding quality of life improvements:
- ability to add and replace palettes to the built in selection - switching between multiple custom palettes is a chore, especially when also importing different images.
- while were at it - if we could import multiple images and then browse between them with a slider that would also be awesome - I often need to compare the palette against multiple images and this would be such a time saver
- ability to move the colors around the palette or include different automatic color sorting methods.
- ability to specify exact number of colors so the black is not icluded by default. or just make the unused slots disabled by default (right now the only way to exclude black is to either decrease the contrast of the image or fill every slot with color but you have to do this with all 192 slots). Many palettes rely on not including the black so this should be a basic functionality.
- undo option - to undo the changes to settings and colors
- have the dither effect scale along with zoom - right now it's very frustrating to use because the effect gets messed up when you zoom in and out.
- it would help if contrast, saturation, brightness and tint options were on the same tab as the palette. you could also utilise the space on the left side of the app as it's mostly empty and for example - put the palette over there so it would be always visible.
- option to disable the grid mesh on the palette window because it makes harder to see subtle color differences between color slots
I know it's a lot to ask but with just a few more tweaks this tool could be so much more useful. I use it all the time in my work already and I would gladly pay for an upgrade.
I haven't been checking updates for a while, I noticed that the color picker is finally implemented, that's great!
Unfortunately the dither preview is still broken - when zooming the image the dither is applayed to the screen pixels, not to the image pixels, meaning you get different results with different zoom levels, which is pretty terrible. And also with pixelisation turned off the dither effect doesn't show at all (it used to in previous versions). This means I can't apply dither to the image without changing it's resolution and I'm pretty sure I was able to this in the past. It was a very useful feature.
Aaahh this is where I can finally utilise my experience of dozens of hours spent in Getting Over It:)
Loved the game from first sight. It only took a minute of gameplay footage to make me want to try it myself. love the style and the little innuendos.
This has a potential to be made into a bit bigger game. I think combat with this sword mechanic could be really cool.
First time I played this game a while ago I was unable to finish the second level because I got lost. Tried to replay the demo today and I see some added roadsigning and the ladder in the first level was also adjusted but I'm stuck just the same going back and forth. after I got to the gate in prison that require the yellow key I wasn't even able to find my way back and I was running in circles for half an hour before I found a way to the start of the level. I rarely have this much problem finding my way in similar games. It doesn't help that elevators and seem to be designed to work only one way - especially the long one - when you're up and want to get down you will fall down the shaft and then it will lift you back up before you;re able to walk out... this needs to get fixed because it signals that going back is the wrong way to go.
I found bunch of new secrets but I was not able to find a way to progress - means that's something is wrong. replayed for the third time just to be sure. I scavenged every inch of the level and the underwater sections and when I get to the yellow gate I'm stuck with no way to go.
I watched a playthrough and it looks like there's a door that looks like a regular metal wall with no indicator that it can be simply opened and it doesn't look like any other interactive object in the game. I think that's the culprit. also I saw a gate that can be opened only from one side - again no visual indicator that it's the case. You should make all interactive doors be visually obvious - unless it's a secret. Also there are certain levers in the level that when I flip them I have no idea what they did - this also should be addressed.
In other news - katana primary attack works much better now
also - rebinding keys has no effect
Really nice demo, guns feel good, enemies are creepy and combat is well made. Meatballs are a bit annoying - during the first encounter they spawn a bit too many for too long. They would work better if they were spawned and hurled by some kind of enemy.
A bit too much crawling through pipes - gets old after several attempts on higher difficulty.
Game needs checkpoints throughout the level - wouldn't have to repeat so many crawling sections.
The blade could have a slightly longer reach.
SSG is great, although some kind of visual cue would help indicating when it's ready to fire again. Even as simple as just hiding it down for the duration of the cooldown, like in Dusk.
I would add something to indicate that player is down on health - maybe a heartbeat or slightly pulsating red vignette.
Option to rebind keys would also be nice.
Very good gunplay gun models and enemy designs. Very floaty controls when jumping and strafing. I love the splash screen art.
Tip - do not use default Unity Screenshake effect for gun recoil - the camera should simply go up and spring back to position not just shake in all directions - this effect is only suitable for earthquakes or standing close to an explosion for example.
I hope that wave based arena gameplay is just for alpha testing and the game will have proper levels. I don't mind a horde mode survival mode as a bonus but these get really old if that's all what the game is.
Very good impression overal. Gunplay and controls are already pretty nice, with some polish and refinement they should be perfect. Visuals are excellent and design is consistent. It's easy to tell one enemy from another, altough the tanky grey demon threw me off a bit the first time I encouneterd him. I took him for the regular melee guy.
There's way too much ammo on normal mode - more limited resources might result in a more tactical approach and more interesting gameplay. But it depends what you're aiming for.
The level design rewards exploration but it's perhaps a little too complex and confusing. I first stumbled right at the beginning because I didn't notice the ladder next to the gate. There were multiple times when I had problems noticing buttons and corridors. On second level I got so lost that I gave up. It's good that game lets you figure out stuff but I think finding a way through the level should be easier than finding secrets.
I like the katana alt attack - the cooldown would be a good idea to use it strategically, if there wasn't so much ammo lying around at player's disposal. Also - since katana has an alt attack, are you planning on adding alt fires to other weapons?
I'm not entirely sold on the bullet time. It sounds cool but I don't actually feel the effect during combat. It feels very random when it happens, especially upon killing last enemy in a fight. It might make more sense to have it as a colldown ability under a hotkey. And maybe if it for example turned hitscans into slow moving projectiles for the duration of the effect. Then it would make sense to put high damage hitscan enemies into the game.
I never once used dash in combat situation. I only used it for backtracking and obvious platforming segments. It could be a really good tool for quickly reaching high priority targets, especially combined with bullet time. If there were hitscan enemies dashing could be used to make them miss.
Enemy infighting is always a nice feature - something to consider:)
Spiders - adding small, fast enemies with tiny hitboxes to the game is risky - people usually hate them with passion. So keep that in mind and make sure to give the player some good AOE weapon that would make them lot less annoying:) And since you already have spiders, add some giant buffed versions of them for the sake of variety!
There might be some optimisation issues as well - Game runs below 30fps on my PC - which is far from high end but in the same time game does not seem to have dynamic lights (aside from muzzle flashes), ssr or any other expensive effects that would explain this.


Hi there! I'm sorry I keep coming to this thread again but the reuploaded second fix didn't resolve the issue either. The left image is a palette with some gradient and grey steps and the second one is what happens when I filter it through the pixatool c64 palette. The palette section should have the exact same colors but one of the greys is rendered as purple and there shuld be 3 very distinct shades of grey - two of them have almost the same tone - you can se them in the gradient sction - There's black, dark grey and a very slightly lighter dark grey. medium gray is missing. My guess is that the medium gray has wrong parameters and this is why it's being replaced by the color purple.
I don't know if it's just me or does it also happen on other systems. Anyway hope this helps!
Thanks for the reply! Yeah it makes sense that looping animations would have some limits. but the same RNG issue happens with single burst animations that don't loop at all.
Ah, You're right - increasing the particle number value works. I thought it works the other way around and I was increasing the burst particles instead, my bad!

