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arkusnexus-mindlabs

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Hahahh, I think you were one of the first people to actually discover that "easter egg". When we first introduced the secretary NPC to our internal play-testers she didn't have any behavior, yet EVERYONE tried to punch her (I guess it was that she wasn't even moving as opposed to everyone else). Sooooooooo we decided to surprise them upon next release with that, and it seemed to be a hit!

We recently updated the game so that it's no longer an instant game over, but it's still a 1 hit KO!

Also, it IS possible to dodge roll out of her slap... it's just really hard (like 2-3 frames). I've only been able to do it about 2 times in a row.

Thanks for playing!

We're glad you had fun!
The possibilities for content are as endless as a triple shot of espresso at 9:00 AM will allow! Our development team is not as available as it used to be, but we try to push out small QoL updates that make the game much more fun!

We do have a couple of left over assets that we COULD use for more levels, but... it's on a let's wait and see!

Thanks for playing!

Excellent! Thanks for taking the extra effort to make a video and comment through it, it really helps me understand your though process and better provide the proper tweaks to the game.

Unfortunately the issue around stun lock I can only do patches and not fix it properly; We'd like to add wind up animations to help adept players see the blow coming instead of just.. well happen. In the mean time, we can certainly tweak, stun lock duration, enemy attack internals and what not.. but w/o the proper representation it would just feel sluggish IMO... but w/o our designer it's pretty rough.

The rest of current issues seem simple enough, aside from the part where enemies didn't attack; they are supposed to be "non-aggro" but we didn't, have time to create unique sprites for that, only the AI logic :(

Overall, we learned a lot from  your video and hearing your though process, thanks again for the extra effort!

Oh we didn't catch that it was different for all the menus, we'll check it out!
Any areas in particular where the text gets cut off? 

Thanks for the kind words and feedback!

Sadly not at the moment :(
If internal plans change and we get a green light to go ahead, most definitely there will be a CEO fight and more office weapons, perhaps even weapon combinations!

Hi CrypticHybrid,

Thanks for the video and comments!
And yes, Felipe was a lovable cat beloved by all who knew him :(

We agree that there where too many enemies (buggers xD) and thus reduced the number of maximum enemies that can be in play at any given time.We also increased the rate which "stamina" is recovered, so you can spam more stapler boomerangs!

Thanks for playing! :)

Hi Ben,
We are glad you enjoyed it!  The use of abilities was one of our key features while designing the game, and we went through a couple of iterations as to what best cool down system was more fun for the player.

We recently updated amount of "stamina" you regain through basic attacks and time elapsed, so players can be more active in the game.

Let us know if you think something else needs tweaking!