Thank you for your kind words but, I guess I have to disappoint you. Most of the locations have been assets by the great designer elbolilloduro (https://elbolilloduro.itch.io). I just moved some stuff as I needed it. It's more a little parody of uninspired indie game devs, that all the time recycle the same assets (this assets are seen in nearly every second indie horror game in the last years) and do repetetive, boring jobs until the action starts and ends immediately by a jumpscare. But you are right. The art is outstanding. I just wanted to clearify, most of it is not by me.
Dr Otter 3000
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Thank you for your kind words but, I guess I have to disappoint you. Most of the locations have been assets by the great designer elbolilloduro (https://elbolilloduro.itch.io). I just moved some stuff as I needed it. It's more a little parody of uninspired indie game devs, that all the time recycle the same assets (this assets are seen in nearly every second indie horror game in the last years) and do repetetive, boring jobs until the action starts and ends immediately by a jumpscare. But you are right. The art is outstanding. I just wanted to clearify, most of it is not by me.
Thank you for your kind words but, I guess I have to disappoint you. Most of the locations have been assets by the great designer elbolilloduro (https://elbolilloduro.itch.io). I just moved some stuff as I needed it. It's more a little parody of uninspired indie game devs, that all the time recycle the same assets (this assets are seen in nearly every second indie horror game in the last years) and do repetetive, boring jobs until the action starts and ends immediately by a jumpscare. But you are right. The art is outstanding. I just wanted to clearify, most of it is not by me.
Hey, I thin the Problem with the A* could be solved by a NavigationObstacle2D node in the "Obstacles" (https://docs.godotengine.org/de/stable/classes/class_navigationobstacle2d.html)
Here you find a Picture with the position of the option to embed the PCK data :)








