Skip to main content

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

I played the whole demo, and I gotta leave five stars. Absolutely peak game!


Most of the gameplay is great, but I have a few critiques.

  • When I'm running from bullets, I have barely any time to aim and shoot. Could you make the cursor automatically target the closest enemy when the player stops running?
  • It'd be nice to get your HP restored between battles. That'd make it unique from armor, instead of armor just being extra HP.


Also, regarding the graphics: Can you hire AAA studios? Your art is unparalleled. Simple sprites, readable UI, textured combat environments...


Rebecca decimated me right after I'd gotten my first pair of armor, and then 5 minutes later I smoked that thieving prick with no armor to my name and only 3 stims. Felt pretty good lol

Thank you for your feedback!
So your health does restore after every battle. In the demo you have 3 hp at the start of every battle. Armor does not.

I'm currently brainstorming some ideas to smooth out the pain points everyone is having with combat.

I'm glad everyone's is enjoying the artwork so far!

Oh, I guess I didn't notice that. By the way, the tutorial is misleading. You need to anticipate the drone's movements when using a grenade, not center the crosshair on it. Another thing is that caps lock breaks A (Z) and B (X).

Excluding menu navigation, here's a table of all the inputs and how they're used.

Arrow KeysA (Z)B (X)Select (Shift)Start (Enter)
ExplorationMovementOpen lootboxes
Open save menuOpen inventory
Combat (Attack Mode)AimingShoot dem robotz(HOLD) Switch to movement mode Open inventoryPause game
Combat (Movement Mode)Left/Right movesQuick dodge(RELEASE) Switch to attack modeOpen inventoryPause game

As you can see, there are a few gaps in the keybinds used.

  • In combat, Start (Enter) is a redundancy, since Select (Shift) already pauses the game. +1 Keybind!
  • In exploration, Start (Enter) may as well allow for a save/load option on the right side of the screen, which is unused.
  • U/D is unused during movement. +2 Keybinds!
  • B (X) is unused during exploration. Not sure what you could use it for, but +1 Keybind!

Here's my version of the controls:

D-Pad/Arrow Keys A (Z) B (X) Select (Shift) Start (Enter)
Exploration Movement Open lootboxes

Open inventory/save menu
Combat (Attack Mode) Aiming Shoot dem robotz (HOLD) Switch to movement mode

Open inventory
Combat (Movement Mode) Left/Right moves
Up throws grenade above you
Down uses a stim
(PRESS) Quick dodge
(HOLD) Shoot directly upwards
(RELEASE) Switch to attack mode
Open inventory

In my version, I've removed a few redundancies and even added more functionality!

  • Select (Shift) is entirely unused, as well a B (X) when exploring.
  • A (Z) has more functionality in movement mode.
  • D-Pad/Arrow Keys no longer have unused inputs in movement mode.

Do note that Start (Enter) performs the same function in attack mode and movement mode. (Redundancy!!)

So this is an interesting control setup you have created I keep your suggestions in mind!

I do want to say that there is some logic behind some of the redundancy. For example in classic Gameboy games 'Start' is universally a pause button, and 'Select' is some sort of toggle for weapons,items, or modes for a game so it actually does make sense to have both bound the way they are, as they follow control conventions of games back in that era.

Yea, fair point. If you really do need more room for input combinations, this is the path to follow. Otherwise, just keep what you got! The game plays great already, and aside from a few QOL improvements, there's little to change :)

Thank you again!

Ishmaru? Have ye seen my reply?

Sorry haven't had a chance to look this over, will look it over today.