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(+1)

It took me a few tries to get it without losing, but after I realized the slugs are the key to recovery it wasn't too bad after that. The graphics were good, I liked the hand drawn enemies etc. The music added to the creepy atmosphere  and the story seemed like it was pretty good.

 I feel like there's not enough agency in combat, so I would liked to see skills and such but also understand managing/balancing up to 10 person party can be alot! The movemen responsiveness t could be improved a bit as well, I got messed up a few times trying to run from the enemies! Otherwise, this is a solid entry.

I guess you visited them before you understood how central they were? So perhaps my idea of having a UI prompt when facing them that says:

Press [Space] to Interact

the first time and

Press [Space] to Heal

once the party knows what it does… might be helpful in trying them out?

With the combat I agree there’s something missing. When you say skills, do you mean something that you as a player can activate during the actual combat except for the Tick?

I had the idea that every something level up the player would get to choose from two negative perks that the character would get. But I’m guessing this is not exactly what you have in mind.

And the player controller… I really need to work on that one.

Thanks for the great feedback!

I didn't even know you could activate the tick! lol. Yeah I was thinking with the characters just something to change it up (unless that was the tick that I missed) outside of the auto battling.

no you can pop the tick to gain a guaranteed critical hit on the next attack (building on the Crit-Tick word pun). I had initially planned for the player to be able to rewrite battle history when popping it by selecting a roll of their own to re-roll and voiding everything that happened after it.

I had also planned to tutorialize it a little more, but now I was basically hoping that the voice lines and the spinner below it would be enough.