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Hey thanks for playing and for the video, I'll watch it as soon as I get the chance they're always so helpful.

I don't know if this should be removed. Finding exploits like that feels pretty cool.

That mutation will need to be reworked because it's possible to out-heal most encounters with the machete alone but yeah I'll try to keep them strong.

They have same attack as slugs, but slugs were much harder even in the Chief level when I had all the weapons.

I think part of the slug's problem is that their weakspots are not obvious enough: It's not quite their heads, is their mouth and the small thing they have on their backs. The idea was to give the player an opportunity to deal more damage as they're about to shoot but that was poorly communicated, I should make weakspots more obvious in general.

Are old weapons obsolete?

The SMG deals 25% less damage but gets half of that back when hitting a weakspot, it's meant to be slightly less ammo efficient. The double barreled shotgun has a wider spread but that's not really an upside. 
The reason why they are different is that I'm still trying to figure out if I want earlier weapons to have their own niche. That is the obvious path to take but if I decide to have some sort of loadout system I can add a lot more weapons and leave it up to the player to pick what they prefer without worrying too much about them overlapping, as long as they are all viable. 
Gun upgrades are also on the table but I need to figure out the basics first, SMG + double pistols + single pistol is already too much for a single ammo type for example.

 the huts the leech dogs sometimes sit in bug me a little

The huts are built by the humanoid mutants, the implication when the dogs are in a hut is that the huts have been abandoned, but they are domesticable.
There's actually a pup that you can adopt. It's in the Jumbo level in a cave right before the bossfight. Rags has some special dialogue if you get it before doing the chieftain level and it has a special non-canon dialogue if you interact with it after unlocking freeplay mode and loading up the area again.

but this time I think there's not enough sailing

Yes, agreed. I made the levels too foot-centric because I was focusing on making land combat feel good. Not all levels will be focused on sailing but the boat should be more prominent. Giving it a gun, lights and a supply crate made it more of a gameplay element but the levels should be reworked at some point. 

Thanks again for the comment and the feedback, much appreciated!