Thanks for sticking around. I'm going to give the menu a proper overhaul at some point so I'll be sure to include both those things.
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Thanks for recording yourself, it's a really valuable means of feedback.
Master difficulty is downright silly, I saw him do some stuff in your video even I didn't know he could do. Good job beating him.
The window for blocking is quite wide but it can be tricky recognizing each attack in time to react to it, especially using keyboard controls. I'm thinking of adding a 'game speed' option so new players don't get thrown in the deep end.
Hey dude. I'm pretty sure you're the person who messaged me elsewhere, but if not:
You get the second key after the last portal door. Getting it open requires some careful positioning, but you can kind of see it being done in the trailer.
Thanks for the compliments.
Hey dude thanks for sticking around.
Yeah I haven't quite worked out giving the AI the dash yet. I tried a long while ago and it was zooming around like crazy. I'll figure it out in time I guess. For now it's your advantage. :)
The AI is a little basic, but it uses the exact same base code as the player. Instead of being controlled by hand it makes decisions based on a script. As far as I know it shouldn't be able to interrupt its own actions because like the player it only has control when it's not currently attacking or blocking. I'll keep an eye out though, maybe it's just parrying?
The corner thing should be an easy fix if I just make the AI back up when you're cornered. I'll try it out.
I'm going to push a new build soon with some difficulty options that will affect the AI's reflexes and aggressiveness. It should be a bit more forgiving for new players, plus an extra hard mode for a bigger challenge.
Thanks for the feedback, I'll see what I can do to tweak the intelligence as I go.
Hey dude. The game uses shaders now to recolour the sprites.
You're getting that error because your DirectX installation is out of date or incompatible. Try the link above.
I just updated the pack. I added two kinds of rifle (the second could also work as a shotgun). You might wish to adjust the timings or skip a frame to make rapid-fire look snappier. I also added crouch shooting since I figured it'd be useful.
I hope you get some use out of them. Thanks for purchasing.
Well if it's a only a couple of animations I can probably churn them out. Exporting them into folders is the time consuming bit, but if you've got a use for them then it'll be worth it. No need for extra payment. Are you looking for a modern assault rifle, or something a bit older?
Thanks, it's appreciated.
It has been quite a long time since I last worked on this pack and I didn't have plans for another update, but if you tell me what variant it is that you're using I could probably put together some rifle animations for it easily enough.
I will look into the footsteps. It's quite common to hear objects breaking offscreen if they have been on fire for awhile.
I'll also look into making lighter objects easier to push aside.
Which maze do you mean by the 'loop maze'? The fire maze loops around on itself because you are intended to grab the key and then return to the main hall. The garden maze will loop you back to the start unless you follow the clues.
Thanks for the feedback and thanks for playing!