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(+1)

Thanks for the positive feedback!

About what you said about dying right off the bat, most enemies do give you some time before they become active, but it's a small one ( a randomized time around 2 seconds ) and they become active at the same time. There are others, which were implemented quickly while the game was closed to being finished, who also give a headstart, but their randomized time is different. Could you be more specific about how those sudden deaths were like? Were they caused by the same enemy acting glitchy or is the current headstart time too short?

Also, I do have another game in my page ( I think I promoted it on NOMK's page ). I plan to make more weird atmospheric horror games, but it will take some time since I'm still learning the engine.

(+1)

I died right after I started the next level. Maybe I died on the previous level but it was delayed? I'm not sure how exactly I died but if they become active after 2 seconds, then I think my death was delayed(?) It only happened once. But I do also think that the headstart time is a tad bit short! (Or maybe I just suck)

I also use the Godot engine! I tried Unity but I just feel right at home with Godot. :P

I'll check your other game out! I might take some notes on these horror/spooky features of your game. :P You just do it quite well :P

(+1)

Ok, I changed the headstart time so they give a larger time. I tried to recreate the bug you mentioned by dying during the fade-to-black transition after winning, but it didn't cause any problems. I did notice there's an enemy that can be really hard to see if the level is too dark, so I changed the lighting a bit.