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Dieuwt

8
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13
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A member registered Nov 01, 2022 · View creator page →

Creator of

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It's a good start, but still quite rough. A bit boring to play is my primary point: no music, not enough impact when hitting enemies, and it's just whacking enemies with a stick for too long. You also introduce more difficult enemies quite early on. What's your main "hook", the main reason should play this game and not one of the thousands of combat-explore-puzzle MV's out there?

Personally I'm bothered by having so many buttons, feels like you should be able to combine some? Like one button for slot switching and one for using the item/spell in that slot. But that's just me.

Lastly, I think there's still lot of quality of life missing. Save points don't heal you, many buttons/mechanics aren't explained, bread heals for basically nothing, enemies don't instantly drop items so you need to wait/run back to get drops, ladders are hard to grab from above, etc. Really try to get those small things right, they add up. Good luck!

did i win

Very cool! Can't wait to see what more you put out.

The healing character is far, FAR too overpowered though. I never lose with her and always lose against her.

Thanks so much! I can get you a key as a birthday present, if you want. Just PM me on Twitter/Reddit if you want.

I'm mostly working on new content right now, but no worries, your bug is fixed in any new version. Here's the progress this week: https://imgur.com/a/FWogyTp 

Also the Steam page has been approved so people can wishlist it... soon.

If it gets successful enough, I'll definitely expand the platforms and consider localization and the like!

otherwise, it's 100 dollars per year I'm never getting back.

The new version is already up! It also fixes the attacking lead engineers. The other bugs are good to fix soon, too. 

Localization is not going to happen because I should have planned that from the start instead of doing it this late. I'll keep it in mind for further games I'll make, as this is technically still my first one. 

Hey, thank you very much! There's already a patch underway with a ton of fixes, and some of yours are already in there too.

  • Normally the game is fullscreen, but with a set size (2000 by 1280 pixels), which probably solves your window issue
  • I wouldn't see how to make using items and selecting tiles not require the mouse, honestly. Most roguelikes I've played require the mouse for many actions, though not always as often. Hotkeys and different keys for the same action mitigate the issue a little bit, I hope. (Did you check the Controls in the menu?)
  • The patch will stop the player immediately when attacked, yes!
  • Damn, memory leak. I did check several classic causes (for example, particles and objects) but nothing there. Sucks, but as you said it's difficult to determine exactly where it's coming from. I'll try to get my hands on it, of course.
  • Marked on its own does nothing except attract your Drones, but some effects interact with Marked. The effect tooltip should mention this if you hover over it. If you see nothing when doing that, it's a bug.
  • As it looks like now, save and quit won't be a functionality. Probably ever. It's an absolute nightmare to store all variables somewhere, not to mention the darkness shader literally cannot be stored, so that's a big unfortunate downside. Minimizing the window in your version breaks the darkness, this won't happen in patches as it'll be fullscreen, so you can always keep it in the background. Maybe one day... maybe one day.

There's plenty of bugs to go through: using a Blueprint crashes the game, Tripods sometimes don't appear, and there is a 20% game "slowdown" when running. Crashes are highest priority (it SUCKS to lose because of a bug), then content (the Wasteland will be in the demo eventually), then fixes (which I can only do if someone points them out. Like you!). And after release, I'll add some more item sets, particles, enemies... but that's for later.

See you around!