Thanks for playing the demo!
You actually revealed a few major bugs, so thanks for that!
I'll keep in mind the addition of controller support - there have definitely been a few times whilst testing I wish I had implemented it.
Thanks again and glad you enjoyed it.
Spacejam
Creator of
Recent community posts
Main Menu
- Editor lighting widgets still visible.
- No audio?
- Inconsistent grammar & text size.
- Default editor button images.
Cutscene #1
- Voice-over & subtitles are out of sync.
Gameplay:
- Gameplay controls are displayed out of context: they do nothing and are not relevant to my current scene / activity, or missing associated keyboard commands.
- Game objects are placed in random positions and are occasionally clipping (i.e., floating monitor and chair?)
- Interaction pop-ups should display the key required to interact (i.e., "Pick Up Note (E)")
- SFX inconsistencies - I opened a door and expected to hear a sci-fi / mechanical sound effect but got a creaky wooden door sound effect?
- Flickering lights but no light sources, e.g., lamps / LED overheads?
- Walked past a map that displayed a "Secret Room" -- if it is secret, why is it displayed on a whiteboard in a public setting?
- Heavy wind ambience despite the fact I appear to be in a airtight bunker of some kind?
- UI functionality is inconsistent: I go to press a button and it just won't work, I have to tab out and select the button else my cursor will disappear.
Summary
Needs a lot of work. Had to stop playing at the first code-required door because I assume I picked up the code and it was in my journal but couldn't figure out how to open my journal. For a demo / tutorial all my essential keybindings should be available from the gameplay screen - having to pause to check controls is tedious and most Players won't do that unless they are heavily invested, and due to the lack of polish / immersion breaking flaws & visual inconsistencies I wasn't.
Keep up the grind though. Game dev is hard and hopefully this feedback helps you hone in on the essentials as well as the little things.
Thank you so much for playing it, Cinnature. I've read through your comment and will take your feedback and put it towards my next patch release. For starters, I think I will be removing permadeath for now (or perhaps setting it as optional later down the track for an extra challenge + increased loot). I will also revise the Left-Click/Right-Click alternations as it is not intuitive. Thanks again.
Hey Animundi,
It's not very clear, but in the tooltip for both Cooldown & Cast Time it states that each point spent on either will award an additional Spell Point (which can be placed in Base Damage, Range, or Multiplier). For example, your spell has 5 Cast Time & 5 Cooldown so it has an additional 10 Spell Points you could spend to increase its damage and range.
I intend to make this a bit clearer in upcoming patches.
Hey Oppodelldog,
Thanks so much for playing my demo! You gave some great feedback and I’ll definitely work towards integrating them into my next patch. You aren’t the first person to flag some weird bugs with the Inventory & Spellbook plus some other UI elements either, so I’ll prioritise hot fixing those systems.
As for dying and returning to the main menu, the game is technically a roguelike so dying means starting over. However, for the demo I could be a bit more forgiving and simply restart the combat round so you get a chance to improve & learn from your mistakes without having to create a brand new character.
Thanks again!

Are you an early-2000s flash-era enthusiast? Did you enjoy such bangers as Swords & Sandals, AdventureQuest, or DragonFable? I reckon you'd enjoy my turn-based RPG / Roguelike BLOODY BRIDGE then. Oh, how convenient, the demo is available for playing here, RIGHT NOW: Bloody Bridge by Spacejam



