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raf_pllz

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A member registered 16 days ago · View creator page →

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The blood potion prefab wasn't tagged with the "interactlayer" layer but that's now fixed (it was actually one of the first things I fixed after I submitted).

I'll take a look at the elixir bug too!

Optimisation is a must, but it is more about the stupid high settings the game shipped with. As I said now I have more than double the frame rate but there's always room for improvement.

I'll re-evaluate the combat mechanics too!

Stay tuned for the boss fight, as this is also planned!


Thank you again for your time and feedback.

(1 edit)

Thank you for your constructive feedback and for trying out our game.

I am working on a patch that will be released after the GameJam, that includes a graphics menu (the game was stuck with the Artist Preview HDRP Asset that had stupid high settings, but now you can configure them, looking at 150-160 FPS with an RTX 5060 which is a marginal improvement than the 70 FPS I had before) and a sensitivity option. 

How can I improve the combat? Do you have any specific suggestions I can look into?

Markers were planned but I didn't have time to implement them, it's for sure a prioritized addition...

Forest Cherries are supposed to give you 5 health (at least in the current version I am working on, I don't remember if that's the case in the GameJam Candidate) but no bonus elixir. I don't know if you recommend that or if you are pointing it out

Stay tuned for future updates!

==== Extra Notes ====

In the Game Jam candidate there was a bug with the story mode on the second scene, resulting in the game hanging and some trouble with the Story Mode flags which are now fixed. In the final version, after the map fragments, you are supposed to be able to go to the cave where the boss fight (a fire dragon) is located and fight, but there wasn't enough time to really implement that.