Made a video about your game, sorry about the bad mic/heavy accent.
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Quite an improvement from the last demo!
One things that I liked was the texturework on the level, since that flat color usually made it hard to see shapes of the rocks and debris.
The spiders are hard as usual, they rekt me several times. Ironically, the bandits were much easier to kill and it was nice to see the new content.
Anyway, the game is really fun and really hard. Souls-like games are not my type, but it was easy to see the appeal. Gonna show to some friends and see what they think about that.
Hey Phil, thanks for playing!
First and foremost, I'm sorry for the extractor. The goal was to make the noobiest installation possible, but I guess any OS or person have a zip extractor nowadays. Don't know what I was thinking.
Second, you touched some interesting points regarding the levels and the enemies.
When you mean the "level is a step back from last demo day", do mean the overall design? It sure have more interactivity now and it kinda reflects the switch from using a modeling tool to a full fledged level builde, which I'm still getting used to. Most elements were rushed due time constains. As you can see, there's handful of stuff in the game now that kept me busy. And there's one secret room!
And yeah, about the enemies... I ran into some trouble making a proper AI and since it's work that takes a really long time, the focus for this demo day was to have a playable level. But don't worry, making cool enemies are in my top priority list!
You can also provide value feedback thourght the survey provided in the game menu. It will help me a lot!
I liked almost everything about this. Visuals are really charming, enemies are cute and the combat is challenging.
Only two complaints: it's strange that the enemies flash red before attacking, common sense says that white or red flash means they are taking damage (which is also the same flash when you hit them), try changing for something else.
Another thing is that the shapes of the map disappear when you are near them. For example, there's a lot of rocks in front of a wall but you only see gray. I don't mind flat looks, but is bad when everything seems to blend togheter.
Well, enabling the map on the second layer and running Auto on Texture Buddy did the trick. But if you build the map with Auto UV Map on (and without clicking on Auto like I did), the problem still persist. As far as I know, the final map only had one UVMap, just like every sector and brush. In the meantime, I can live with it. It's just something that started happening after I reinstalled Blender and the Level Buddy tool.
And I must say, it's being incredible useful once you get the hang of it. With automatic UV and exporting, it let me modify the map and send to Unity in a matter of few seconds!
Actually, I didn't bothered hitting the install button. Since it's a WebGL game, I thought that it would run on the app in the same fashion as the browser by displaying a rectangle with the game. =P
Now that the game is installed, it's working normally.