Can't really complain about anything. Great game
wineT
Creator of
Recent community posts
Nice game. I didn't liked that when I attack enemy I lose control over my character. I just can't really maneuver in the crowd is what I'm saying. Also. as other pointed out, starting a room with a charge and health from previous room is really punishing. Other than that it's a great game with good visuals and music
I've completed the game. Turns out I dropped it right before the boss battle. So, boss fight is ok. I pretty much boils down to just stand in the right hole until demon is ready to be punched by a crate. It was really hard to tell when I can hit the demon. A lot of my attempts were wasted because I peaked from the hole, thinking it's time to kick only to die because of ray or miss with box, because it was just moving.
But! I would like to see this game finished. You should invest time in learning trenchbroom and it's integration with Godot.
Yeah, agree. In hindsight we really needed to think about how we actually communicate what's deadly and what's not.
Glad that you liked movement. I spend a lot of time tuning and iterating between different approaches for calculating force. I wanted to achieve feeling of you being a speedrunner, that knows and performs every move perfectly. Fans still feel very unpredictable. But oh, well, we will get it on full release.
Thank you for your feedback!
Sorry, I didn't thought about mobile during development and some features inaccessible, but I tried web build on my phone and controls feel fine. Can you elaborate more on your issues with control? I've deliberately set music to be lower in volume so music doesn't get annoying to quickly. You can turn volume up in settings, but they're not accessible on phone. TLDR, it's better to play this game on PC for now
Thank you for your feedback
Love the aesthetic, hate RE-like camera. Controls are wonky and really unintuitive, sometimes - W is forward or sometimes it's left or right. There is a lot of holes in your maps where you could just jump off to the void. But man, the fog and primitive geometry is really selling the vibe. Personally, in addition to disabling shadows, I would've probably used baked lightning. Did you build this levels using trenchbroom or used other tools?
Btw, thanks for linux build
