Ehh, I'm bumping to get more plays, to get feedback to improve it... so yes, I guess I'm trying to get more comments.
The spriting can be done by myself, thanks anyway though. It seems like a minor bug at the moment(but bugs are getting more and more minor as I continue polishing the game)
There's a third option in most to some extent:
Save the family members that love each other the most.
Save the family members that you love the most.
Save the family members that fulfills your curiosity to open the safe.
Save the man.
Kill the man quickly.
Kill the man slowly.
Mercy kill someone.
Give them a half-life.
Sacrifice yourself for the person.
Saw-off a shotgun.
Put a bayonet on the shotgun.
Do nothing to the shotgun.
The petrified man was a MacGuffin to give the player a chainsaw(and duct tape), and to show the player he isn't the only one trapped in this world who isn't in some sort of moral dillema.
-What's untidy about the inventory? Functionally or visually?
-That seems like a better solution, I had that in as a placeholder as comp06 was rushing me.
-I took the commentary concept from Valve games, they have it written as well. I'll put that in when I get around to it. I just haven't programmed anything with formatted text before.
-I like Game Maker's in-game messaging system, and I'd have to go through and sift through a bunch of code to replace it with a custom messaging system.
-I'm not concerned about that.
-Ehh, I'm a bit unsure about that. First off, I'm not sure how to do it, second off, zipped files are just a turn-off for me, I want to click "run" instead of download-extract-run.
-Right, I'll try and find a better mask for that.
-I originally had the shotgun-bayonet have a hotkey to change weapon©; Granted it would be a lot easier for gameplay, but then it would leave the shotgun-bayonet completely useless.
-Ehh... its just the imprint of the tiles, nothing can be done about it, it happens when fading in and out of anything.
Thanks again; You are using the expression right