Keylocker | Turn Based Cyberpunk Action

Keylocker | Turn Based Cyberpunk Action

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Ogzwyndż May 8, 2022 @ 3:48pm
how do you quit the game? also this thing's complicated
Played the demo a bit and couldn't find an option to quit, had to resort to alt+F4.

Also, the mechanics feel extremely complicated and obtuse, I barely got my head around the combat system. Like I'm losing tutorial fights, this hasn't happened to me in ages (or ever?) because I have no idea what's happening. Took me a while to figure out that the game prompts ME to press a button, when another character who I don't control attacks (2nd fight). Maybe it's because I have never played anything like it, though I think in generally I'm quite a games veteran, including some games with obscure or complicated mechanics (I do like 4x/grand strategy games for example).

Like, I'm slowly figuring it out through observation, experimentation and dying repeatedly, but that's because I have patience for these things, but I'm imagining a lot of people will just scratch their heads and move on?

But I do like the graphics and vibe and heard some good tunes on the stream (though I hated the opening song, sorry :P ). Can't comment on the writing yet but I noticed it does this thing that it drops you in the middle of things with no explanation and bombards you with in-world lingo... which is good for my specific tastes at least, though not for everyone. The whole thing's intriguing but it's quite difficult to get one's bearings.
Last edited by Ogzwyndż; May 9, 2022 @ 12:20pm
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Nana7  [developer] Jun 29, 2022 @ 2:42pm 
Hello, it seems this message skipped me, I'm sorry!

If you hold B on the save screen you can go back to the title screen (this information is written on the bar below the Save Dinosaur). Do you have a better idea on how to make that clearer for players who weren't finding that option?

There's only one tutorial fight on the demo, the rest of the fights are normal fights. Tutorial is currently minimal, and we're trying to work on that to improve player experience and make it more clear, as the game's less complex than it seems!

About pressing the button for your guest party members, currently we just added a "tutorial" for that, with a pause for their attack and defense to let the player know they have to press. Currently thinking of a text to add in that place as well to try and make things clearer.

And yes, plot wise, our games will most definitely always have the "player is being thrown at the middle of things with no explanation. Glad you like that!
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