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A jam submission

Oudemiai's Bloody Forever - PROTOTYPE 0.05View game page

Early prototype of a marathon/survival/TDF beat-em-up.
Submitted by SuperUltraMuffin — 2 days, 22 hours before the deadline
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Oudemiai's Bloody Forever - PROTOTYPE 0.05's itch.io page

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Comments

-Starting on wave 299 made it a bit less playable with a rather big drop in frames, but surprisingly not as bad as I expected

-AI is not exactly the smartest one and at best tries to respond to player reactions. It's especially apparent during jumping when the enemies try to catch you in the air
-There is weird "fear" behavior that doesn't really make sense and serves seemingly no purpose aside from making it feel weird to kill the enemies
-The control scheme has every possible move, yet none of them being as useful as an axe kick or stop to actually kill enemies. The rest feel more like flavor
-Light/Quick attacks will N E V E R kill an enemy, why?
-Quick attack can be as quick as your clicking speed, resulting in even more grotesque visuals and tits flopping around
-If you catch an enemy with its back against the wall, you can chain an infinite light attack combo for some reason
-Enemy hurtboxes are extremely weird, same goes for player hitboxes. This results in total disconnect between the attack and expected result. If you miss actual body of the enemy, you might as well not have hit it. If due to ragdoll physics your axe kick made it so you hit the enemy with anything BUT the sole of your foot - tough luck, you've missed. Or so it feels, at least
-It is possible to axe kick/stomp someone into the ground so hard they fall down the textures and vanish into the shadow realm. Although it is a very rare occurance 
-You can spam ALT even when knocked down to wiggle away from the finisher
-Sometimes if you don't hit the ground after being knocked down, you will be killed by any random attack instead of the finisher
-A single enemy will never be able to get through the player's block
-It is incredibly hard to turn during sprinting
-Strong attack + holding ALT is the most useless and hilariously bad thing I've ever experienced
-Strong attack + tapping ALT as well, honestly
-It is impossible to play on "attack the orb" mode past the certain point because there are simply too many enemies with player not having access to AoE to kill them before they kill the orb
-Speaking of AoE, it's disappointing how flying kick can't go through multiple enemies
-Sometimes you can get your legs locked in a static position when you get up from a knockdown, but it's rare.
-Sometimes enemies are just I-posing menacingly

-What's with this horrific chromatic aberration?
-What the FUCK is wrong with these animations? Why is upper torso completely disconnected with the lower body? Why do you walk like a skinwalker that has only a vague idea of what locomotion even is?
-Honestly I really liked the "Eyes Wide Shut" aesthetic of the enemy masks. I suppose the idea of being stalked by inexplicably naked, faceless people is tapping into some primal human fear, because it really did add a bit of horror to an otherwise absolutely ridiculous game. Especially during those moments when you are just standing with corpses all around and waiting for the new wave to spawn.
-Especially with how they spawn in the darkness and all you can see are their glowing eyes
-You can't see the glowing eyes of enemies wearing golden sun masks. I don't know if that's supposed to be intentional and they're harder to kill or if you simply forgot
-Interesting that there is a sort of randomization for the size/type of enemies. Some of them have some clothes, others have this pale dead skin, others look pretty normal
-Is it some personal thing, anon?
-I liked the cute splash art.
-What were those different buildings on the map for? Were you using them to test pathfinding? Because they make no sense otherwise.
-Why does the player character have homosexuality in her eyes? I'm sorry, heterochromia
-Possibly one of the ugliest 3D hair in recent memory

-Slap
-Slap slap slap
-Crunch
-*electronic humming*
-*muffled screaming*
-There, that's the entire soundscape of the game. 

We're back to beating women. Alright anon, let's sit down and think about how did we even get here? What's the end goal here? A wave survivor that you won't even be able to sell? A shitpost game? As it is now it seems more like an experiment in making blueprint for something that wouldn't involve slapping naked tits in the future. Gameplay-wise I feel like the game is really missing "weight" behind the punches to push it a bit further from "meh" to "decent", graphics wise - this is a hot mess.
Had a very strong "Overgrowth" feeling from the combat system.
I don't think this has a potential for becoming the new Haydee

Submitted

Attempting to pull off kill moves seems bloody obnoxious and just doesn't work most of the time. If an enemy goes down, then why does it un-target them, even if they're not dead? It is still very entertaining.

Submitted

My recording of your video and other DD52 videos I played can be found at https://mega.nz/folder/WQ91HBxL#X4-j8Mj7H30Ai3aevWFEmA

Submitted

Seeing some new stuff which is pretty neato! I like playing for a bit but I often get lost in just punching hoes all over the place.

I think that there's some issues with the main player controller, most notably the animator that handles movement which often results in the MC doing some really strange walking/stride interpolations. I'm unsure how 3D works at all, but I'm sure you've got plans to revamp the controller in the future. Other than that, solid progress and looking forward to another release :)

Developer (1 edit)

Thanks for playing! 

Yeah, the game doesn't have much direction yet but I figure if the central hoe-punching mechanics work well enough then it should all work out in the end.


The main character's animation was an attempt to have the feet entirely controlled by procedural IK, but it didn't work out as well as I'd hoped.

I'm trying to do a more limited implementation of the system for the enemies that I can use for the player as well once I update her animations. There's a lot of animations to redo for the player but hopefully I can get it implemented for DD53.

Submitted

This game is weird. I thought it would be mostly a shitpost thing but there's surprisingly a lot of thought put into this. Because at first I thought I could just spam the quick attack to stun lock enemies and you can, but they can also block and enemies are usually never alone so that strategy isn't viable all the time. The way things are sort of reminds me of Overgrowth? The game is certainly unique.

Also while playing I took some notes:

  • Maybe add some SFX for when you block? It would help a lot with feedback since I'm not sure if enemy attacks are missing or if I'm blocking them properly.
  • Tracking is insane when locked in. I did a flying kick while an enemy was jumping. They jumped behind me and then suddenly my flying kick did a 180 degree turn and hit them in the back. I mean it was cool, but I'm wondering if it was intentional.
Developer(+1)

Thanks for playing!

Sometimes I'm not entirely sure how much of a shitpost it is myself tbh. I think the systems might end up working for a gameplay loop but I'm not sure I can make anyone take the game's premise seriously. I really oughta try out Overgrowth sometime.


There actually is a sound for blocking (it's a sort of slide-y sound supposed to make it sound like the attack isn't finding purchase) but I'll try making it more obvious. 

Turning mid-dash-attack is definitely unintended. Shouldn't be hard to fix though, thanks for pointing it out.

Submitted

this games really shows the true horror that lies in the body of a woman, very scary

only complaints is no button to cycle through targets andalso she becomes balds when walking

Developer

Thanks for giving it a try!

Just to clarify; you can change targets while locked on by looking at a different enemy and hitting the lock-on button. Did I not explain how it works well enough in-game or did you know how to do it and found it annoying to do?

The bald thing, yeah, dynamic hair is hard.  I should probably just turn it off for the player until I can get it working better.

Submitted

i knew how to do it but it was a bit annoying to do

Played some more, always fun to smack some people for the funny sounds and poses.

I like the cultist reference! Also I tried to play with the defense/parry option. I found that running in circles while holding that button is incredibly powerful. I tried doing that in round 50 and it made most enemies kill each other while they were targeting me.

It is intended dying as soon as you get hit while on the ground? It felt a bit too punishing.

Developer(+1)

Thanks for playing, and especially thanks for recording it!

The Sun Cultist is the most obvious one, but there's actually 3 different aggy daggy reference faces the enemies can have! 

Blocking is super strong atm, yeah. Enemies don't know anything about avoiding hitting each other, and the AI isn't designed for groups that large anyway (I'm planning for a run to be around 25 rounds in the finished game, and there'll be a lot less enemies since they won't all be lvl 1 mooks). 

Dying in one hit when you're on the ground is intended, but it's not a decision that's set in stone. I'll probably try having it take a heavy attack to finish the player off, while light attacks just reset your knockdown timer (maybe let you block as well?).

Skimming your video, I don't think I saw you dodging when knocked down, which would definitely make the enemies' finishers a lot worse (my how to play section needs to be a lot better written because I don't think anyone's seeing that part). 

The Sun Cultist is the most obvious one, but there's actually 3 different aggy daggy reference faces the enemies can have! 

Oh I saw that the enemies were wearing outfits, next time I play I will pay more attention to see if I recognize the game.

Skimming your video, I don't think I saw you dodging when knocked down, which would definitely make the enemies' finishers a lot worse (my how to play section needs to be a lot better written because I don't think anyone's seeing that part). 

Dodging would change things for sure. The characters drops so limply on the the floor that I thought it was not possible to move. I think I spammed key presses at certain point, but not the correct ones.

played through it again

very nice new cover art, i especially like the posing and the tiny cultist in the back!


the manlets are growing more powerful, they're getting dangerous


i like the new animations and (new?) SFX. i forgot if the enemy voices existed in the last version. also, for whatever reason SFX volume was set to 0 at boot - i don't remember ever setting it at that last time in case you use PlayerPrefs. not a bug, but i thought i'd mention it anyway

the enemy behavior is changed for the better - they don't run away as much and their moveset is good. i like the lunge attack and the finishing blow, it's very nice. the finishing blow is still as punishing as ever, though. even if the windup is slow, getting knocked down means instant death since by the time you're about to get up, you're dead. perhaps some sort of roll move, to avoid the death punch? either way, the difficulty also feels a bit easier, which is good. i'd still tone down the enemy movement speed when they're backing off a bit, since playing cat and mouse while protecting an orb is a bit annoying, since pursuing an enemy (which is encouraged by their backing off behavior) leads to a clever enemy sniping the orb. while these are "correct" enemy tactics, playing against those as a player is always annoying, since the proper move would be to not pursue and wait for them to approach. waiting is boring, i want to punch clones of myself to death instead! i guess that's why there are orb-less modes, but again it goes against the intended design of the game.

there were also some errors i haven't noticed before, such as
>jumping as the player messes the arm positions halfway into the animation
>falling down reveals the character's large bald spots
>the giant pillar is considered normal terrain for the enemies - they can walk up it at great speeds as if it was flat terrain. the player can also jump along it for a bit, but i can't reach the top like the enemies do

as always, keep up the good work. eager to see how this develops more in the future

Developer

Glad you like the cultists! They'll probably not be as common in future versions, so enjoy while it lasts.

(the womanlets actually are significantly more powerful now that the hit detection lets them smack you in the knees - they were missing a lot of attacks previously due to just swiping below the player's hitbox)


Thanks for the heads-up about the SFX at 0 thing. It very much was a bug, since it's supposed to default to .15. I'd messed up setting default values when there's no save data - trying to talk to the audio mixer before it's had time to drink its morning coffee, so to speak. This is the first version that saves user preferences (it's a JSON file in the appdata, though, not using Unity's userpreferences). I'll upload a fixed version in a bit.

Regarding rolling on the ground, you'll be thrilled to hear that it's already in the game and I just don't explain it very well. Just dodge while you're knocked down and the player will merrily slide along so you can avoid the finishers.

The cat and mouse thing is something that I've been wondering how to fix as well. I've got a few ideas, but none of them made it in this time.

>jumping as the player messes the arm positions halfway into the animation

Messes how? If it's that she starts moving her arms like she's walking when she gets close to the ground, that's a known issue, but if not, could you elaborate?

>If it's that she starts moving her arms like she's walking when she gets close to the ground, that's a known issue

yeah, it has a frame or two where it just jumps from one position to another when she's close to hitting the ground, it's not very noticeable and only happens if you're walking and jumping. if you jump standing still, it doesn't occur.

keep up the good work