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Fleech

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A member registered Aug 22, 2016 · View creator page →

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>Do you plan to add more props to the levels?

yes, i had very little time to put the level together it will be very detailed and loaded with interactive props next time. it will have a wanted star style system where enemies get progressively more difficult as you destroy an area for the property damage mode. i'll probably have a sandbox mode for people that just want to mess around. 



>Got a really weird bug on 00:18:32 - game got really laggy and said "workplace destroyed" - I think that might have been a physics bug.

it was probably the door's, they're not super stable yet as i didn't have time to fully set up their destruction fragments. 

thanks for the LP im glad you enjoyed it, i have huge plans for the game, next time it will be much more polished and fleshed out. 
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i really wanted to get proper enemies in the game but i simply didn't have time. i have a much fancier biped combat rigs in the works next time for sure there will be real combat and enemies that can kill you easily, thanks for the lp

there's going to be sub-missions that are unlocked after you complete the main property destruction mode, with specific objectives. lots of mini games, unlockable characters and other things i intend to do with the setting

im going to do a big optimization pass soon, i'll be adding graphics options and doing anything i can to boost performance. 

there's going to be a bot arena, with a  huge variety of enemies like boston dynamics dogs, drones, 4 armed swordsmen anything i can think of really. there will be the main "kludge mode" per environment and then after you complete that the there will be smaller side objective in the same evironment and a bunch of mini games. the property damage will be used to unlock additional playable characters and cosmetics. 
humans were planned originally but their addition would make the tone quite a bit darker then was planned

could you possibly record this? i dont think i've enountered this bug

i fixed the mouse issue i forgot to remove a mouse unhiding debug key, it was probably triggered.

yea the music default messes up sometimes im fixing it, ill be pushing a new build in about an hour that addresses a lot of issues

i'll look into it, im using 2021 unity 

the crash back the menu in the beggining was intentional its a skip tutorial path,  im curious did you turn the music down or was it disabled by default? i thought i set it to 50% at the start. i'll look into the mouse disconnection issue this is my first time seeing this problem. thanks for the vid, im glad you had fun!

i only had about 2 hours to set up the office proper most of my dev time was spent fixing bugs, it missing quite a lot of the features i had planned.  i disabled damage to the player on that level. im getting a lot of bug reports about the menu it was also pretty rushed, i'll try to  fix it and also add a slider for the blur and chroma hopefully tomorow, thanks for playing again im glad you enjoyed it!

thank you bro

it is a crosshair you can use for throwing but its only accurate at a certain distance because the knife is thrown from the actual position on the player. i'm going to add a secondary crosshair that shows the actual hitpoint like Warthunder. charge up was planned, i'll try to juice it up thought thanks.

VR will probably be a stretch goal, could you elaborate on what about throwing felt bad? i know its  a weaker aspect. 

i'll be adding a few toggles to control the flipping in different ways. i'll be creating one that locks the camera and lets you rotate with the mouse. 

i poted a new build yesterday that fixes a lot of bugs and issues, thanks for the feedback. 

im working on a few other modes for the gyro spinning, i'll have one thats like rocket league where you control it with the mouse and a few others. 

i found the issue i will posting a fixed build shortly thanks for the heads up

the walls are too high, i will make the super jump higher its only slightly higher as of right now. thanks for the feedback im glad you had fun. 

you can flip in first person but i deliberately stabilized the camera, like FEAR, for motion sickness players. i'll make it a toggle. 


>Only issue so far was that the menu would lock down after quitting a map, so I had to restart.

do you remember which level it was? thanks for the feeback im pushing a new build now with some bug fixes and improvements

i nerfed the X spin quite a bit its really more for generating power for a swing, doing stunts or goofing around. 

thanks i'm glad you had fun with it, a proper tutorial should help people familiarize the controls better, i'll make a pretty fleshed out one. throwing needs to be redone entirely it has a mass based system but it really should be done with force based on weight tiers instead, or on an item by item basis. knives will be usable with a stab and slash, i'll have the TAB button switch items between using them and throwing them, i plan on having many weapons you can pick up and silly interactive items with multiple uses, like fire extinguishers, tasers, guns, airhorns, spray paint  etc. 


the gyro button is multi purpose, its for dodging attacks, vaulting over small walls, performing stunts, or generating additional inertia for swings. its not explained properly in the demo and needs a few more control options like letting you spin freely with the WASD keys. when you hold middle mouse you rotate in the direction you last pressed with WASD, you have to land on your wheel to remain upright. the next demo will have proper missions and mini games and cosmetics as reward, i'm glad you enjoyed it. 

having a blast with this, love the sound effects and the game feels great. the weapons are perfectly balanced and the enemies are very fun to fight. i appreciate the enemies doing damage to each other, you really have something here. 

i'm not great at in depth analysis but i liked this one a lot, my favorite DD 61 game. i like how many actions can be chained into each other and the overall level of interactivity and attention to detail is very impressive. i agree with other posters block being bound to B wasn't great for mouse and keyboard and had some initial difficulty reading the controls screen.  

the humans not directly controlling the robot, the implication is its a jailbroken embodied agent that gets free will at some point after doing enough destruction . i'm still playing with the setting and plot its still pretty open ended.  i was thinking of adding humans you have to kill but tonally it doesn't work with the game, there probably wont be humans seen at any point, just implied. 

>the upward swing tends to drag along the floor so it would be nice if the fulcrum was raised when you do that move, or if the angle was more diagonal. Any time I swing in that direction, I intend to hit something ahead of me and not the floor.


this was quite a bit worse before i created some fixes for it but there's still a few angles where it catches the ground. i will rework the system so this never happens as i agree its quite frustrating

>I never figured out how to control my swings, but the physics are brilliant so I think you have some leeway when it comes to unusual controls. It's easier than playing toribash at least. For the record I never played mount and blade or mordhau

this should be alleviated when i create a proper tutorial (which i really should have this time but lol). i will also be including a simple swing toggle in the menu for players that really don't like the directional swing mechanics and feel it ruins the game for them 



>The premise is fine for a tech demo, but I think being directed to rack up property damage is at odds with the very personal and anarchic feeling of smashing something with a baseball bat in first person. Knowing that I'm doing what I'm told is robbing me of the joy of destruction. I want to see my robot's ordinary life and get a taste of his frustration, so that when he snaps, I can feel his catharsis. I want to target bullies and their cronies and until the other cogs in robot society come down to bring me to heel and I realise I'm the bad guy Falling Down 1993



i'm considering expanding the scope of level objectives, i like the idea of a high level of interactivity but with simple arcade objectives, most of the story telling will be inferred from the world and the type of human behind the robots actions will merely be implied. i might have simple straight forward combat focused levels where you simply have to reach the end alive. the levels of the game will be mundane real locations, with the final levels being something like a social media company headquarters. thanks a lot for the feedback i was going to be playing your game later today, looking forward to it. 

i'll be fleshing out the HUD to give the player a better indication of where the swing begins and ends. i'll turn the knives down 

thanks, i'll probably do a more fully public reveal on twitter once i have a better vertical slice. hopefully this month

thanks for playing, there's a brief controls overview buried in the how to play section in menu i really need to make a proper tutorial asap. i'm planning on making an optional simple swing mode for people that dislike the directional system that controls more like a traditional first person melee system, where you left click to go left and right and hold left click down to do an overhead. the grab highlight was planned i'll probably also put a value tag on objects that are highlighted 

>I have an idea that might make the swing direction feel more accurate. Maybe instead of locking in the direction the moment you press left click it will continue to take the mouse input and update the direction for a brief time after clicking, and then lock in.

i actually had this implemented before but broke it right before the build im definetly including it next time around. basically if you spam left click he will just quickly swing back and forth between the chosen swing vector. i want the pace of the bat swinging to be deliberate and methodical but i will include more basic QoL stuff. there were some very good suggestions in this vid thanks a lot for your LP's

yea improving the bat physics and impact feel are my top priority  right now, im also going to do a big overhaul on the throwing mechanic and improve the animations and sound. i'll probably have right tap for a quick toss and hold right click for a charge and hold toss that goes farther.

with his arms outstretched ;)

theres some trickier flipping moves, and wall jumping you can do i'll explain how to do those things more in an update hopefully with a tutorial. the boss requires 3 solid hits to his body to die

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thanks or playing, yea knives were a mess in that build i was scrambling to get it out, i'm putting out an updated build shortly that fixes most of the issues people were encountering on this one. i could display a small price tag number over each item above the "grab" icon for more price transparency.  the help-u bots are worth 8000$ dollars each i just estimated what the items would be worth lol. 

scary gardener tales 1 ended up being one of my favorite agdg games, i really enjoyed both of these, and i love the soundtrack.

did you come up with this hacking mechanic? i love it, its hilarious. not many specific complaints, i would also say the player movement speed is a little slower than it could be and could be tightened up just a bit.

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i had the most fun with this demo of all of entries, this reminds me of ziggurat. the little details add up and there's charm everywhere, the sound and visuals are great. some negatives: the jump height is frustratingly low, the areas feel a little too cramped, if the arenas were twice as large as they are now that would be more fun i think. a few of the enemy types have too much health for how easy they are to fight. some of the enemies have very long pauses between attacks and movements. maybe increase their attack speed, movement speed, and attack frequency but decrease their health. i would also suggest changing the itch icon to be a screenshot of the game, or something to indicate its an FPS, as i almost skipped over this one thinking it was a genre i don't care for.


overall its a great start and i like these kinds of FPS's and this is a good example of the genre.

i made the level in a few hours because the jam deadline was pretty close so i didn't have a lot of time to playtest it, i'm reworking areas now. i'm going to start the player in a reworked starting area that gives them more space to mess around until the level starts, and i'll be adding checkpoints and enemies

i added some indicators to direct peoples wall jumps better