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CarboHydroM

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A member registered Aug 06, 2014 · View creator page →

Creator of

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Haha merci! :D

A ce stade le développement dure depuis quasi aussi longtemps que celui de Zefyr!!

Et ouais maintenant que j'ai bien planché sur les outils, il est temps de faire de nouveaux ennemis et de nouveaux niveaux en effet! Du coup ptetre pour l'année prochaine?

(1 edit)

Thanks for reaching out!

The game comes with no default controls for 2nd player, so you have to bind them in the options > controls > edit P2 configuration menu. From there you should be able to map either keyboard keys or gamepad buttons how you see fit, either by hand, using one of the known presets or via the device setup wizard. I realize it's not very user-friendly though.

There is one issue I've noticed lately though, it seems that if you bind a keyboard key for P2's "start" command, it won't respond correctly on the ship selection screen (even though with a gamepad it works). You can work around this by having P2 join the game after P1 has launched and gameplay has started. P2 can customize equipement just the same with a simplified interface at the bottom of the screen.

I hope it helps!

EDIT: today I'll be rolling out a significant update of the game, and I squeezed a fix for this issue last minute. So watch out for the release of v0.51.0a, with this one you should not have to use the workaround anymore. Cheers!

Thank you again Simon! I'll work on all the things you gave me feedback about :)

Oh glad to see you here! Thanks for dropping by to take a look!

Way to go! Keep up the good work Simon!

Thanks for trying it out and sharing your thoughts!

About analog controls, I used to be a bit on the fence about them. In the beginning I was trying to emulate an older arcade game as faithfully as possible, so the traditional 8 way control was the only design in place for inputs (both for the analog stick and the d-pad). But after trying out the analog stick myself, using it and having non analog movements yielded in the end both felt like a waste and not right at all. If you configure the game for a true arcade cabinet stick, the inputs are detected as non-analog and the feel of old style games with 8 way control should still be the same.

Thanks a lot for playing, I'm happy to see that you enjoyed it so much!

Hey! Thanks for checking out my prototype and reaching out! I've just joined, I look forward to hearing about other games and sharing stuff with you guys!

Hello ! Thanks for your message. Graphics and story-wise, the game has not made any significant progress, as the people I've been working on the game with have been busy on their own stuff during the past few years. On my end, I've kept adding to the project from time to time during my spare hours, so I've been thinking of releasing what I've done so far (an episode editor, and new in-game mechanics), if any of you guys might be interested in trying it out. In that case, I will likely post something later during this summer.

Hey, nice makeup on the vid thumbnail ! Thanks a lot for playing our game and dropping us a line. It looks like you enjoyed the atmosphere :) Sorry for the "backtrack in the tunnel to fetch the crowbar" bit - it was a plot-device to set up the encounter with the red thing, and we had very little time on our hands. I was glad to see that you still liked it !

I'd personally very much like to continue working on the game and tell the rest of the story, but the other guys of my team have to dedicate their time to other stuff for a living so for now I've only made a game editor so that we can make other episodes. As soon as something cool is ready I'll post it here, so you'll probably hear about it.

Anyway thanks again for giving the game some of your time and keep up the good work with your videos !

Thanks for dropping us a line ! Glad that you enjoyed it !

Hey again, found your part 1 video and it was a very interesting watch. I'm going to share it right away :)

Looking forward to watching part 2 now, good luck ! I'd be interested to hear your thoughts after you complete it, like what's good and bad so that we can fix stuff and make this game more than just a proof of concept done in 3 days. We plan to make a real pilot episode out of this subway stage. Thanks again Nate !

Hey that's awesome, thanks ! I look forward to watching them, but this one video is private and I can't see it for now. Let me know when you set it public or unlisted and I'll go watch it for sure ! :)