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DevinMakesGames

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A member registered Jul 12, 2020 · View creator page →

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Yeah it's something about the resolution that I have to figure out. What I am using doesn't scale well into full screen clearly so a couple assets will have to be changed up to get a size that can scale properly. Wasn't going to stress about it as I am happy to at least have made something you get me? Am looking into sorting it and other things during this week. : ) Thanks for playing.

Yeah all that polish stuff were thoughts I had trying to get done beforehand but the time limit was coming real close so I chose to not stress about it and submit at least something. Looking to fix the obvious things and add different looking enemies for shooting/point variety etc during this week : ) Thanks for playing.

That is good for me to hear. Balancing the healthkits was an issue for me and I was worried that perhaps in places I overdid it. Thank you for playing the game. :)

There is not an option to turn off the crosshairs in the settings menu. However your question has given me some room for thinking about the future potential to allow for customisation of the crosshairs. That is not something that I had considered previously and I can look into it. Thanks for playing. :)

Thanks for the compliments and thank you for playing the previous iteration of this project! The difficulty is a hard point to balance with the current system so I'm glad to hear that you found this more balanced. :)

Unfortunately despite the added tension what you have described is a bug. The ability for the ai to shoot outside of their points of action is meant to be turned off but the line of code seems to have been skipped or interrupted somehow in that instance. My initial theory behind the cause proved inconclusive so I will just have to keep a note on it for now. Once again thanks for the feedback. :)

Strange, not quite sure why that would be happening for you. Hopefully it's just a faulty download. :)

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Yeah on the enemy variants I want to do that for sure!  I was able to make a quick attempt with the crawling guys near the end but they ended up squirming about unintentionally haha. 

Thanks for you feedback :)

Cheers for the feedback!

  • For the enemy spawn locations I'm considering a mix of logical and illogical places for them to be since from memory the light gun games I've played used both, i.e. spawning from behind pillars/crates and opening doors/windows in the level to exit or shoot from. I think I partially did this at least with the corridor spawns. 
  • With timing I will have to try and get some mates to play test and watch how they do. Repeatedly playing this by myself led me to have the number of clicks needed to pass an area ingrained on my finger lol. But yeah for an end product the flow will be important.
  • Different animations depending on where the enemy is shot is something that I do want to look into a lot. Even if it is for another project it is something I want to learn eventually. 

Yeah that's true it does have some jank to it but I just hadn't gone point to point to tweak them all. Something to think about for sure.

Thanks for the feedback :)

Thank you for the kind words! Certainly one could make more changes and I did have some thoughts of developing further on the baits featured earlier in the level.  Since this is my first release I'm thinking of returning to this setting later on when I've got more experience in designing mechanics, animations etc. 

I'm glad you enjoyed the ambiance as that is what I am proud of with this project. :)

Yeah that's pretty much it. There's a couple of items by the edge of the water in other places. 

You may of not seen her at the end since she is somewhat camouflaged. But the idea was that it was baited trap.

I've not uploaded it yet. Lockdown has taken my attention away for a moment but please do follow the page if you are interested in playing when it is uploaded.