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Was it the meatballs that where hard to tell if you killed? If so I agree completely lol I added them on the last day and didn't have time to give them a proper model with things like death animations. They're supposed to fall when they die but sometimes just keep floating for some reason. 

Everything has a unique sound for taking damage and death though, there are gib sounds when you blow off the limbs from the Footless Creatures (the dog/cat enemy), and the meatballs have a special sound for when they notice you for the first time.

The player damage sound is definatly WAY too quiet though, I agree with that. I wanted to have some sort of visual effect on the camera as you take damage but wasn't able to implement it. 

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No I don't mean sounds, sounds are great (although I agree with the player hit being too low). I meant more like visual feedback, you could even just use the basic fps tropes like hitmarkers, enemies flashing for a frame on hit, more particles, red vignette on getting hit, stuff like that.

Side note: I adore your profile picture lol

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Ah okay I see what you're saying, i was sort of relying on the blood splatter and animations to handle that kind of feedback, but I think you're right that they're not really responsive enough. If i continue work on it, I think I'll defiantly spend some time making some visuals for damage, both for the player and enemies. I also think a visual for picking up health/ammo would be nice, I'm thinking of the red flash you get when you pick up health in DOOM.

And thanks! I like yours as well, this was one of the first commissions I ever got, the artist is called @_Konkoo on twitter and has absolutely improved as an artist since I had it done.