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I'm bummed you had such a rough time getting the game to run. We knew performance wasn't perfect when playtesting on web from our machines, but it wasn't bad. I also didn't know uploading a downloadable version was allowed until I saw other devs submitted downloadable versions (otherwise I would have requested that from our programmer). Thanks so much for taking the extra time to download and run the source code! Some people (like us) get a pretty steady fps with only a few frame drops on level 2 during the final battle, but some like you have said it was totally unplayable so that makes me really sad to hear. We'll spend more time optimizing and playtesting on a wider variety of hardware/software on future projects. 

I totally feel you on the melee. It was an early implementation that we didn't give much love because shooting was just way more fun. I thought about suggesting we cut it on the final day, but we had more important things to do at that point.

I'm glad you liked the cylinder/pillar! At first, I thought it was going to be the lamest enemy because it's so visually basic, but it actually ended up being favorite because it the movement was so creepy and ominous. 

Difficulty was something we adjusted multiple times and knew it wouldn't be perfect for everyone. The three of us are fans of RoR2, so it was really easy for us, but our partners/friends that didn't have as much experience with shooters struggled to beat the game, so we didn't want to make it too much harder. Basically, you're just too good for the default setting and we didn't have time to add variable difficulty settings :P

Thanks so much! We totally agree the game and/or the team has potential. We all felt like there was so much more we wanted to add and polish, but we still had such a great time working together and are so proud of our janky game that we're meeting up this week to discuss developing a proper, finished game together!