Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Unholy Commotion [DD28 Demo]View game page

The restless undead are standing between you and a good night's sleep.
Submitted by Jasozz — 2 days, 18 hours before the deadline
Add to collection

Play game

Unholy Commotion [DD28 Demo]'s itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

:^)
Developer (3 edits)

Forgot to reply to this - as always, thanks for taking the time to play/critique my game!

I believe a good handful of issues you've mentioned have been fixed since Demo Day, but always good to have the input.

I'm trying to figure out a good solution to the V-Sync issue, as I almost exclusively playtest in the Editor and I have V-Sync forced off on my machine I hadn't noticed any of these issues with input lag or weapon sway, so I'll be working on figuring out how to add a V-Sync option to the game.

As far as the item descriptions go, there are brief descriptions written in the engine but I hadn't gotten around to finding a nice way to display them when you hover in the shop.

The shotgun is just super buggy and terrible at the moment - I really should've omitted it from the DD28 demo. Even when it's working properly it's not balanced at all.

Looking forward to trying the next version! Feel free to ask if you want a playtest before the next demo day or whatever.

Submitted(+1)

This took a long time to load but actually ran great at 720p and "High" graphics. I did have about 3 moments of stuttering but that was it. When I pressed Escape it froze and then said it crashed, this happened twice. The game page said to check the controls under options but it took a minute to find them there. It would be nice to be able to navigate the menus with the keyboard. I was thrown by the fact the guns don't reload automatically when you run out the magazine, but assuming it's intentional I think I can get behind it given enough time. I'd really like to be able to keep some progress after dying. This game has a lot of personality, it managed to put pressure on me despite being goofy and simple, and hey, now I can say I've backhanded a skeleton-- in short, I like it, and I felt compelled to play it more than usual with proc gen games.

Developer

Thanks for playing my demo!

Curious what your specs are? The game is pretty lightweight, aside from the realtime lighting, so it should run pretty solidly on most rigs (400+ FPS on my rig which is pretty outdated)

Menus are probably going to completely change - they were thrown together at the last minute for Demo Day.

Automatic reloading is something I'm definitely going to add in (at least as an option), as it seems to be pretty highly touched on feedback.

Submitted(+1)

quad core 64-bit 1.8 GHz processor, 4 GB RAM, I'd have to load up diagnostics to check FSB and stuff but that should give you a sense of it

Submitted(+2)

An option to turn off mouse smoothing would be nice since the aiming feels kinda floaty. 

Maybe throw some healthpacks every now and then? I was at like 5 health the whole time.

Other than that you have a really solid start to a video game. 

Developer

Thanks for playing my demo!

Appreciate the feedback - the mouse smoothing is only present at "lower" framerates (As opposed to like 400fps in the editor) so I must've forgotten to make something framerate-independent - I'll look into it!

(+1)

Really fun, the music and art style really vibed with me plus it was juicy to play. I'd suggest adding an auto-reload for when the player uses all of their bullets to make the game flow a bit better. I look forward to more!

Developer

Thanks for playing!

Yeah one of my biggest takeaways was making the pistol less exhausting to use, so in addition to auto-reload I'm thinking that the pistols will be full auto, but with a small fire-speed penalty if you're holding down the mouse rather than clicking.

Submitted(+1)

Really nice game, only thing I'd suggest is to streamline the controls a bit, or at least show the controls on-screen. My friend who was watching said it was very charming.

Developer(+1)

Thanks for playing!

For sure - the input system is custom since I'm not a fan of Unity's default, I just haven't gotten around to control customization or specific prompts yet. It's on the schedule though!

Submitted

Really cool man. You got all the important stuff down, looking forward to seeing new updates

Submitted (2 edits) (+1)

Extremely polished demo, great art,  feel and music. 

Good enemy variety and challenge, I had a lot of fun with it!

I found a few bugs

  • Even when I crank up mouse sense to 100 it still feels kind of sluggish.
  • Sword skellies seems to get stuck on the stairs
  • Bone throwers likes to run into the walls a lot
  • Could use some map diversity, I only played to floor 3 but the rooms start to look the same even on the first level. 

I hope you expand on this game. 

It alreadly looks and feels much better than most early access games on steam, good job.

Developer(+1)

Thanks for playing, and for the feedback!

On the bugs - 

I was wondering how mouse sensitivity would play out - my mouse is set to be pretty dang speedy so I have to play with the mouse sensitivity at like 60 haha, and that's pretty snappy. 

Pathfinding is pretty busted right now. When enemies are looking for "flee" points they'll sometimes find a point on a navmesh in a different room that they can't get to, so I need to figure out how to restrict them to only their current room.

And yeah there's only like 10 or so total dungeon rooms right now, so things get pretty repetitive. I was hoping to have more content in but just ran outta time!