Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Playing on controller.

-Where's her flashlight coming from? Personally I would do a chest/shoulder mounted light over a flashlight.

-New hologram visuals of the pet are cool, makes it feel more cohesive this way.

-Camera is oddly choppy. It's frustrating, you hold one direction on the stick and it randomly starts moving or stays still for a moment before switching between the two.

-Oh the demo's already over. I was hoping the enemies would actually pose a threat this time.

I think the new direction is good, being up close makes it easier to bond with the tomagachi. Keep it up.

(+1)

-Where's her flashlight coming from? Personally I would do a chest/shoulder mounted light over a flashlight.

This is something to think about. The flashlight is actually textured onto the gun beneath the end of it. This makes sense when you are aiming and the flashlight follows, but not so much when the character has their arms down at their sides with the gun in tow. Originally I was going to have them *mount* the gun to their jacket or a harness near their chest, but this is something I'll tackle later down the line.


-New hologram visuals of the pet are cool, makes it feel more cohesive this way.

Thank you!


-Camera is oddly choppy. It's frustrating, you hold one direction on the stick and it randomly starts moving or stays still for a moment before switching between the two.

I'm curious what you are referring to when you say "before switching between the two." Is the camera choppy, without aiming, while orbiting around the character? Is this choppiness when switching between aiming and not aiming? It's the first complaint I've heard of this, and I don't experience it on my end, so I'd like to figure it out or how to replicate it if possible. A video might help to further explain this if have time to post one.


-Oh the demo's already over. I was hoping the enemies would actually pose a threat this time.

Heheh. Sorry! The latest enemy is just a goofy one with some unique behavior. I have more in mind for them to be able to do, but I kind of rushed their behavior out into this Demo Day since I was behind on some things. They'll definitely be more threatening next Demo Day, but they'll still be pretty weak. I have some cool ideas for really strong/scary enemies, but I don't know if I'd throw them in this early in the game. Maybe it would be nice to make one I plan to use for later and just let them roam around in the Demo Day build for funsies.


>I think the new direction is good, being up close makes it easier to bond with the tomagachi. Keep it up.

It's nice to hear people enjoying the Tamagotchi aspect. I want them to become even more dynamic so people get attached to them and find them endearing :3

Thank you for playing!!

(+1)

>I'm curious what you are referring to when you say "before switching between the two."

Very silly way to say that it would swap between super choppy and smooth every half second or so. To explain, I was using controller, and it happened the entire time I was playing. I played the game again, and the issue isn't there. I tried to recreate it by doing stuff with the window or mashing the controls, but nada. Sorry to say, but it seems like a freak Unity bug or somehow a windows bug(but I don't think my controller had any other issues that day).

Hope that didn't send you down a rabbit hole.

(+1)

No worries. I had no way of going down a rabbit hole for this without knowing how to recreate it.

I wonder if it's because I'm allowing keyboard inputs AND gamepad inputs at the same time. Like maybe if you had your mouse moving a little bit or something it might cause this. Not sure. I can at least try that in the future (and I need to have the game swap control types when it gets input from one or the other at some point anyways).