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Thanks for the feedback, happy you enjoyed it despite some of the flaws.

I didn't realize the way respawning works would cause big issues because I always pushed forward in combat. My son also played in a similar fashion. The importance of playtesting with other people :)

I didn't want to have the weapons simply despawn (ironic since I did it for enemies without batting an eye lash). The plan was for weapons to have a green/red light indicator similar to the triggers to show if the weapon has ammo, but never managed to implement it.

Good call on the texture. I'm terrible at art. I experimented with some noise textures generated inside Godot but because I had scaled meshes all over the place while building the level it looked worse than just a flat color.

I'm pretty happy with how the game turned out despite all the issues but I don't plan doing any more 3D games in the near future :)

(+1)

scaled meshes all over the place

Glossing over a lot of details, under the UV1 section is the Triplanar checkbox, which automaps the uv. If you’re using CSG or scale the basic mesh objects themselves, aka not using the scale property, it’ll all match scale-wise. With some shader code it can be made to be worldspace.

always pushed forward Since the respawns were quick, and health regen’ed quickly, it set things up for me to try being super aggressive, so definitely a success.