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djohnndjinn

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A member registered Jun 16, 2020 · View creator page →

Creator of

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Maybe I should make the enemies more accurate so that you are in real trouble if you encounter them face-to-face. That was my intention, that you would really want to hit them with indirect fire with only the drone to locate your shots. Thanks for the feedback!

I tried to design the controls so that the left hand could control the tank and the right could control the drone. Maybe if I added more automation to the drone controls it would be more playable, like if you could click in the scene and direct the drone to observe those coordinates it would be more intuitive.

Yup, I always spend too much time on mechanics / prefabs before I do the level design. I'm trying to break the habit!

Too true - I added a random offset to the AI target position so it wouldn't overwhelm the player but it is surely susceptible to certain attack strategies. I should probably tweak it to be range dependent so it is a deadeye shot at short range

This is legitimately like a new concept AFAIK - a card battle with dynamic real-time movement. With some more refinement, this might be a new genre. Loved the music too!

Figured out the dash mechanic after a bit - it kept me coming back for round after round of spike-based punishment. Love the 8-bit music!

I like the bouncy bunnies!

I'm interpreting the theme implementation as that you can either turn or move - but you have to stop before you can turn - which is an interesting take on the theme. I like the mechanics and the music, but it is pretty dang hard. Die peasant! - best line.

Great interpretation of the theme - the difficulty ramped up a bit too fast / wasn't able to beat level 2

This is quite fun - I found myself playing for the demon team by mistake though so I lost. I really like the interpretation of the theme.

Cool control concept. I got stuck on the corner of the boundary one time. Love the music.

I borked all the things - great interpretation of the theme!

Excellent take on the theme and really innovative gameplay!

Really well put together - loved the animated speech and it was funny to see the couch and twilight zone door show up.

This was actually pretty creepy. 

I got the hang of it. Some sort of timer to score how fast you work, or maybe if the embalming station / funeral / visitation could take place in parallel - so you can move stuff around and keep the stations full to work faster would be good. In the current version you have to do everything in order so it doesn't matter too much that there are more "customers" waiting.

So cool - really remarkable what you were able to do in such a short time! The ship is a bit sluggish but it gives the impression that it is massive which is cool. I would have preferred to control the lasers directly. This is my kind of game!

(1 edit)

I've pushed an update to correct the character control spinning when walking backwards and fixed the transparency on the tree textures. I agree, more work needs to be done with the camera follow of the character - probably just need to add some damping. Thanks for your suggestions!

OK I also went back and tweaked the follow camera settings so it should be much less twitchy.

Thanks for checking it out! I had some trouble with the Unity standard asset third person controller -- 's' : moving backwards doesn't work properly. Unfortunately, I didn't get my replacement working in time for the submission.

Love the extreme level of gore!