Thanks for playing my friend!!
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Thanks for the feedback! Just watched the whole vid. You don't have to worry about being too harsh haha, the only possible way to make a great game is with feedback like yours tbh. My focus for the next demo is to revamp combat - because admittedly it's an area I've ignored for a while. The plan is to to have 8 directional movement with full 8 directional aiming and for the guns to carry more weight and stopping power. Enemies will also stagger and react to shots.The reason this has taken a while is because I absolutely dread animating sprites and having to re sprite the player movement in 8 directions is quite a lot of work - but it must be done :). Also was thinking of having some sort of clear indicator as to what inspections in the room are important - similar to the item sparkle effect. Anyways, hope you will play the next version (whenever that is), because feedback like this is so crucial for me and helps me set important dev goals.
During the second World War, a conscript finds himself waking in a nightmarish reality. He must find his brother.
Project Abel is an upcoming 2D indie game inspired by classic survival horror titles such as Resident Evil and Silent Hill. Project Abel will blend all the punishing mechanics of older survival horror games into a cohesive, tense experience that fans of such titles won’t forget.
Over the past year I have been working on Project Abel in an attempt to make a classic survival horror game in a time where basically none exist. Please check out the demo if you're a fan of classic Resident Evil, Silent Hill or pixel art games in general. Feedback is much appreciated.
DEMO AVAILABLE HERE: https://abeldev.itch.io/project-abel-alpha-demo
Glad you enjoyed it. Thanks heaps for the feedback! I'l get to work on tweaking those things. Also the truth is I don't have an aim animation yet at all because of the massive task it would be... any ideas how I could handle animating that considering you can move and aim in all directions? How exactly can I animate both the torso and legs while running and consequently synchronize them to look natural. I played around with not being able to move at all with aiming - that way I would only have to animate 4 (probably 8 in the future) directions. I prefer the current movement options though... :/
Thank you! Music and everything is planned, but that will come much later. Also yeah controller controls are fucked atm, I should have notified that. Also will mess around with the whole aim shake thing when I get the chance.
Sweet, thanks for the feedback. I'm aware of the aiming animation fuckery and the rest can be easily fixed. Also yeah a map is definitely planned because this level eventually ends up looping around on itself twice.
Thank you very much! Yeah I've been replaying games like RE4, REmake and Dead Space in an attempt to understand how to properly balance movement, reloading, item pickups, etc. I'll keep all that in mind!