Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Liver Thief

6
Posts
A member registered May 11, 2024

Recent community posts


The grapple has been one of the more difficult mechanics for us to teach because of its dual behavior:

When grappling using only [M2], the player is yanked in a straight line to the target

When grappling using [M2] while holding [Shift], the player swings in an arc around their target. 

The second option is the best way to smoothly recover from under platforms, but it is also one of the most difficult mechanics for us to teach, since the concept of the grapple being able to behave in two different ways is unintuitive for a lot of players. 

I'm glad that you checked out the tutorial and gave us this feedback. It's really important to us to know which mechanics our tutorial teaches effectively and where we are falling short. 

Thanks for your feedback and we encourage you to check the Alpha build on our Discord if you haven't already!

I'm glad you enjoyed the movement! The range limit is in place to discourage the playstyle of sitting back and sniping enemies from beyond their aggro range, since we want to encourage players to get up in the enemies' faces and outmaneuver them rather than out-ranging them. But I agree, in some cases, not being able to damage an enemy from a distance can be frustrating and we are definitely willing to look into expanding the player's range. 

Weapon balance is something the we are constantly tweaking, as we introduce new enemies, upgrades and weapons. We have made some quality of life changes to the repeater and boomerang since releasing this build to bring them on par with the revolver. 


Thanks for your feedback and thank you for checking our Cyber Rail!

Thanks for your feedback! I'm glad you enjoyed our game.

Teaching players the mechanics and objectives of the game is something we've grappled with (no pun intended), as our tutorial is pretty long, and runs the risk of overloading the player with information. As development continues, we're always looking for ways to condense information in the tutorial to be as clear as possible with the player. 

We are planning to introduce more weapons in the game, including a shotgun, as you suggested. Stay tuned and thanks for your comment!

Thank you for your feedback! UI is always something we're trying to improve, to convey all the information the player needs in the cleanest way possible. Adding a screen that explains all the UI elements is a great suggestion and likely one that we will end up implementing as development progresses. 

I'm glad you enjoyed playing! If you want to keep up with updates in the development process, feel free to hop in our Discord server if you haven't already

The boomerang is definitely a bit overtuned in this build. We are planning on decreasing its hitbox size, but that's a little farther down the road. 

We also thought the repeater felt a bit clunky after this build, so we introduced backpack reloading, which will passively reload whichever weapon you aren't currently using (sadly not in this build).

We are slowly introducing more upgrades with each new update! I believe our most recent build has 29 to choose from. This build is the Alpha build I mentioned above, which can be accessed by filling out the playtesting form on our Discord. 

Thanks for the feedback!

(1 edit)

Dev here: There is a memory leak in this build that can cause extreme frame rate drops, especially in later levels. We've resolved most of the issues that were causing this in the Alpha build, which will be available for play testers on our Discord server starting 5/11. 

In the meantime, in this specific build, when the game starts lagging, you can press L and 1 at the same time, which will take you to the previous level, meaning you won't have to close the application or restart your run. I've found that more often than not, it works pretty well. 

Thanks for checking out our game!