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bdelycleon

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A member registered Dec 17, 2018 · View creator page →

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this build has a new level

that sucks

nice environment

nice

nothing new except localisation

this rules

Thanks for making this video! You can add me on discord bdelycleon

But I have to warn you, I don't have a budget for this game

nice graphics. I wish I could use a controller though

i love the boat

nice grahpics

Yea watching people jump through that window was pretty funny. My goal is to try and force people to learn the mechanics as quickly as possible so they don't get burnt out by the time they get into a mission, but I don't think it worked hehe.

thanks for the recording! There is another mission, but it's only accessible by console command right now because I was in a rush to finish the demo. If anyone is interested, you can open console with ` then type 'open onsen'

lol looks like my tutorial was a failure. Thanks for the recording!

there's a different level and a different tutorial.

i feel like there should be a special objective somewhere in the dungeon. I played multiplayer but we didn't know what to do.

great feedback, thank you

its the same as last time except it runs better and you can steal items by locking on and pressing triangle or whatever the keyboard button is

holy shit thanks for recording I was starting to panic about having to ask for some

I just mean landmarks but you can bing disney weenies. Anything that would keep me from getting lost would be good. It would probably help to make the rooms less symmetrical as well.

It's a matter of personal taste obviously, but I find it much easier to identify with an autonomous robot than a robot under the influence of a human. If it makes development any easier, I don't think this game needs any humans at all

Here's some feedback if you want it:

the upward swing tends to drag along the floor so it would be nice if the fulcrum was raised when you do that move, or if the angle was more diagonal. Any time I swing in that direction, I intend to hit something ahead of me and not the floor.

I never figured out how to control my swings, but the physics are brilliant so I think you have some leeway when it comes to unusual controls. It's easier than playing toribash at least. For the record I never played mount and blade or mordhau

Hitting the balls was great fun. I think some gentle auto aim would make it even better. Add a batting cage if you don't have one already.

I didn't like how the bat is always dead centre because it blocks my view.

The premise is fine for a tech demo, but I think being directed to rack up property damage is at odds with the very personal and anarchic feeling of smashing something with a baseball bat in first person. Knowing that I'm doing what I'm told is robbing me of the joy of destruction.

I want to see my robot's ordinary life and get a taste of his frustration, so that when he snaps, I can feel his catharsis. I want to target bullies and their cronies and until the other cogs in robot society come down to bring me to heel and I realise I'm the bad guy Falling Down 1993

this game is awesome.

if you're looking for genuine feedback, i think the weakest point is that the level is too long and confusing. You should add some big weenies so I know what direction to head in. I feel like the only clue that i was making progress was finding enemies I hadn't killed yet, because there are so many identical rooms. If you don't want to simplify the level, a map would be nice to have. But I think you should simplify the level because the cutscenes are a high point and getting to the next one quickly will better serve the story.

barrage is cool

this is great but keyboard games are too hard for me

neat

this is fun

voice acting is pretty good haha

this is cool

cool

https://www.twitch.tv/videos/2137072536?t=01h13m17s Here's a video in case you missed it

Cool game. The levels kinda suck though. Need landmarks. Whenever there was a choice between which path I should take, they all looked the same.

Breathing fire is great.

The camera didn't reset after this cutscene.

cool

cool.

I think the dungeon should be smaller, and have an exit to get to another floor

The escape colliders form a pretty long, narrow rectangle, so it's much faster to escape sideways than by going backwards. I think the escape sequence needs some work, since a lot of people will have killed everyone, and it's not very exiting to backtrack.

I'm glad someone found one of the scrolls. There was one in the last demo, but I don't think anybody found it.

A sliding tackle would be pretty sick... That's probably the most convincing argument in favour of adding a sprint.

There are some good ideas here that I'd love to try out, but I think I need to improve the QOL and performance first. Thanks!

Thanks for the feedback! Moving bodies and better item swapping is on the list, but I really need to work on performance next lol.

You actually can pull out the arrows with E, but only if they're within interaction range, which is a sphere slightly in front of you. When you crouch, it brings your body forwards, but the arrows don't always reach it. 

I found the splash background colour option somewhere in the export popup while looking for an optimise button (There is no optimise button).

A linux build would be cool, but I don't have it on my pc. I'll give you my code if you want to try and make one. Or anyone else reading this I don't care.

Thanks for playing.!

sweet. please add controller support!

nice death effect