Thanks :) I do tend to get the mouse sensitivity a bit high in my games, it's high on my computer too. I'll add a slider to the options of the next version.
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Loving it so far! Only one problem - I can't aim with a dualshock (PS4) controller. The trigger opens the pause menu. And when using mouse and keyboard Cass starts spinning when I aim, so not ideal :P Hope you can work in full controller support - I use Rewired myself and it's done a great job for me so far.
Man that was hella good. The battle system felt so robust already and there was a ton of content. You didn't half-ass any of this, from the subtle walk-bob to the quest resetting when you die to the alert indicators that actually turn green-yellow-red like the real game! Ace job. I would love to see you do a proper game with that battle system.
This is amazing! Great art style and fun puzzle mechanics. Really polished-looking. Would play a full version of this. The only difficult thing was to understand when the state of the puzzle gets reset exactly. I guess it's when you break a connection? When I hooked up rooms one by one the player kept his position in the puzzle, but when I shuffle stuff around too much and connections break then it gets reset? Anyway, really cool!
Hey there! The opening credits track is a placeholder that came from the Back To The Future soundtrack, any other music I'm not sure. You're probably fine, but if you're worried you could just mute it when you record, there are no sound effects or speech anyway. Thanks for wanting to take the time to make a video anyway!
Hey Will, thanks for the kind words! It's so great to hear you enjoyed the demo, and thanks for making a Let's Play of it, it was really fun to watch, and gave me some new ideas. Seeing people play the game and get excited makes me excited to continue working on it :)
When there is something new to play I'll definitely let you know!
Thanks! Yeah I noticed the conversation with Marge still has a few quirks, I'll fix those soon. And thanks for the heads-up on that dll, I just upgraded the project to the latest version of Unity to make this build, so maybe something went wrong there.