Hi ToxicAlien18,that sucks since it means your graphics card doesn't support this Shader.
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Hi the JAM link on the games topic would not let me pass the 2nd paper, it always freezes. I was surprised how 'enjoyable' it felt to judge or put that stamp on the paper; since I thought this will be boring. I never also played Papers Please. The animations and audio are great! Keep it up, is there an updated version? [EDIT]: Some more feedback... The music sounds like it is from Don't Starve? I loved the funny intro story, but you will need to change it to appeal to a larger non GMC Yoyo crowd. This made me think a "Resume Please" game on this same engine would do pretty well, since people will relate to it.
Apologies, yes we do realise it doesn't feel smooth and solid. We made the mistake to last minute change the combat system, but it also wasn't great. So I will be working on this to make the game feel better, post jam. Thank you for your video feedback! Also our artist is working on the game loop and story. We feel that we got the look of the game close, and the feel of where we want to go. At least we have tested our concept and now need to work it!
Hi the parts are in the grass with a blue light above them. You have to press E when on top of them to collect it actually. Should we make it auto collect? We plan to polish it and make it feel more solid post jam. Oh dear yes the updated version 1-1 has parts in it in blue grass. The first version you played parts destroy itself in a few seconds. Awesome video it helps us a lot.
WOW hectic! Really cool story telling.. The combat needs polish and will make it more enjoyable and easier to finish the game, it is also not obvious when you open chests...so these 2 mechanics made me feel a bit disconnected in the world...needs a bit more weight or physics to it.
This looks like an awesome interactive trailer to an epic game, probably RPG genre.
The post jam version audio and art is super cool!
Thanks it was an interesting yet earie dark look into the necromancy arts and those NPC whom practice it.
It felt very easy, since as soon as you stick to a trick you cannot lose. Maybe they didn't use move keys. I would try to prototype how it feels if the block (defense) also was shooting bullets, instead of getting stuck at the edge of the cell. Then you could put stuff inside the cells, that you need to protect (like boosters) and add more enemy types with different behaviours.
yes I tried that, was difficult. Just now I tried the game, and the problem is aiming. Not fun having to aim with arrow or WASD keys if I have a mouse, and otherwise even if you use all keyboard controls its is very cramped up - I assume this is a symptom of wanting to make the game co-op. I reckon you should first try a few control schemes, and maybe less buttons or different aiming mechanics at least. Maybe snap aiming in a direction like retro games, then you can aim faster but then enemies design may need to be taken into consideration like in contra. Versus auto aiming may again be easier at first, but maybe less controlled feeling you want in terms of prioritising enemies. At the moment I feel a bit overwhelmed with the control scheme, due to jump and aiming up is competing and by splitting it to 2 inputs you added aiming onto 3 more buttons. If it feels great on a controller, consider adding mouse aiming then also. I would also drop the 3rd fire button I see in your control scheme when loading game, I'm sure 2 is enough.