When mods are installed, on the main menu (in the bottom right) there should be a button that takes you to the mod list. There you can turn mods on/off, but by default any newly installed mod should be turned on!
Dare Looks
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I can understand the frustration/disappointment—and I definitely agree that the game has a lot of untapped potential!
On the one hand, I do yearn for new projects and challenges, after working on the same game for over 4 years; so that's definitely an issue of motivation. On the other, however, the more complex a project becomes, the more work it is to add new things on top of it, too: For that reason my goal was always to make a small—but polished—experience. In that sense, the project has achieved all it has set out to be (and more)... which is not to say that it doesn't have a lot of potential to be more than it is, of course!
Then there's a whole business-side to this, too, unfortunately... Wish that wouldn't factor into it, but that's just how it goes, I am afraid.
A really ambitious game with lovely character designs and art style!
Accidentally softlocked myself after the first room by not moving out of the spawn area immediately—the door close right in front of me, heh. Also ran into the problem that enemies got too close to attack, sometimes. I also struggled with the visual feedback/tell for the ranged attacks of the piranha plants...
I made it to the point where I learned the dash, but then couldn't figure out how to defeat the new enemy type 😅
Nice graphics! Loved how round the dogs were
Definitely tense, with the typing gameplay, in the first section—really enjoyed that part! In the other two sections, waiting for enemies to move out of the way could get a bit frustrating, though.
Spoiler Alert
In my first playthrough I completely missed the axe, because I couldn't tell it was interactable, at first glance... At the same time I immediately grabbed the night vision goggles, which are probably the best item in the game, haha!
When I made it to the third section, with the spider, I got stuck for a solid hour, however... I explored the entire cave, but simply couldn't find anything. Checking the gameplay video on your itch page, however, I saw there was supposed to be dynamite lying on one of the crates—but for whatever reason the dynamite didn't spawn for me?
(Maybe it's because I didn't ride the minecart?)
...so restarting the game and playing all the way to that part, again, fixed the problem: Now the dynamite was there and I was able to use it, at the exit.
After that I got a screen that said "RUUUUUUUN" but I think the game crashed, immediately after. 😭
The reason is entirely technical; itch does not have any backend API or infrastructure to support DLCs and such, so the implementation would need to look entirely different... which is to say a lot higher effort.
Alternatively I could include, like, a "Complete Edition" that you unlock by paying more, via Name Your Price; but I am not sure this would be a good solution.
Sorry for keeping you waiting!
Been tweaking a small change for the custom character feature, which will make it into both the Steam and itch version.
Also been busy with both character DLCs... but those won't be available on itch, I am sorry to say.
But the goal is to have the new version up and ready on Thursday the 19th!
Heya!
No worries! And it's been an incremental thing; stuff like the different collision during walking and standing is slightly better than before, Atro City has more tall buildings, and characters also stop colliding with smaller buildings faster than before.
So there isn't going to change to much still on those fronts, realistically, I think; in terms of gameplay it feels acceptable to me—although balancing for the new city is going to change still.
Also there is a cheat to disable all character-building collision: I'm out of town at the moment, but iirc it's "dontstopmenow"
Unfortunately not, sorry to say!
That's something I've been thinking about implementing--but in this case, it just means that you can set up VRM collider groups (attaached to the characters) that the jiggle bone chains will collide with, i.e. to prevent hair from clipping through the head or upper body (or... at least reduce the chance of that happening. Collisions is always a bit of a janky beast.)
Hey, hey!
In the character selection screen you can cycle through each character's available skins by pressing Q on your keyboard (or LB on a controller, iirc off the top of my head) - since the mod shows up in the Mods menu, the skin should hopefully be available during character selection!
If that's not the case lemme know!
Thanks for the detailed feedback—definitely a few things in here I can look into—just can't make any promises, I'm afraid!
Looking how increasing the damage scales goes should be fairly simple, for example. Otherwise, I could always add cheats for some of the things I can't fit in the game options, hah