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GorriDev

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A member registered Mar 06, 2022 · View creator page →

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Selecting the nightclub level form the start spawned me in the void:

The streets level also spawned me in a different place.
Starting form the tutorial spawned me in the correct position and also fixed the starting position when selecting the levels form the main menu. Might be a bug related to old saves or something? 

These stairs in nightclub block you when going down them without jumping.

The streets level had some new occluding  problems that I haven't seen last time I played:


 Playing on fullscreen 16:9 btw.
These invisible walls also had no collision and tossed me into the void.

Hey thanks for playing.

Maybe a singlular arrow showing what its currently set to would work.

That's definitely a better idea than the current UI, will do something like that when I get around reworking the boat UI.

Was hard to aim with a big, opaque crosshair. Having to manually reload felt unnecessary when emptying the clip.

I'll fix the crosshair. I might make it so the gun reloads automatically if you fire when they're empty or at least add an option for it, we'll see.

a turret would be cool

Yeah one is planned but the boat will stay in its barebones state for a while, it's relatively low priority at the moment.

Thanks again for the feedback!

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Pretty good. Got this record on killbox.


I think the reflect upgrade and the time boost drops are new, both good addition.
Didn't care much for bathrooms because it's too bright. Game room was cool.

There still isn't a tell for when the combo is running out, some UI element like the combo meter getting redder or a circle around the cursor would be useful.
I'd like being able to shoot all weapons right after a reload by holding LMB, some weapons can do that but not all.
Do the spawners reset or slow down when the crossbow guys arrive? There's always a lull in the fight when that happens and it messes up my combo.
Some indicator that the spawners are about to activate would be good so that the player doesn't have to guess when there are no enemies on screen.

Some gameplay considerations:
I got that record by stacking up 4 greater buckshots. Stacking a single weapon is ideal because you can quickly buff it to insane levels (it was like almost +40 when I died) and you can buy shop upgrades for it faster.
The greater buckshot felt like the best because it does crowd control, no self damage, great single target damage and can be fired blindly to try and kill off-screen enemies to keep the combo going.

I'm not saying you should nerf it but maybe you should add a "style" meter that rewards the player with points for mixing up their weapons.

Very fun overall.

Very solid for a proof of concept.

The only thing that's missing is that the AI doesn't follow you through destroyed walls. 
I don't particularly think leaning and going prone are going to be useful or fun if you want this to be fast-paced, but we'll see I guess.
Minor complaints: The SMG feels bad to shoot, needed more shotgun ammo for testing, "8 demolition charges" is 1 demolition charge, the music is atrocious.
I'm looking forward to playing a real level next time, level destruction is always cool.

its in the middle of the loading dock where you find the cyan keycard

I think what happened is that I was trying to save ammo so I left 2 mechs alive in that area and ran through it, the weapon is on the left in direct line of sight of a mech that I was avoiding so I must have missed it.

You can turn off auto-switch in Game Options, or do you mean you want it on but for it to not switch in this case?

I like auto switching for new weapons because sometimes you grab them without realizing, but switching when you pick up ammo for an empty gun can mess you up in the middle of a fight. I tested it and it only happens when you pick up weapons, not when you pick up ammo containers, so it only comes into play when you're out of SMG ammo and you walk over a dead SMG guy.
I assume it's a rare scenario on normal difficulties but on max difficulties I was constantly out of ammo in levels 2 and 3 so I was meleeing SMG guys a lot and I'd end up switching to the SMG mid shanking. 
Not a big deal tbh I'll just disable autoswitching next time, I didn't realize there was an option for it.

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Finished on the highest difficulty, ammo is really scarce and I had to use the data spike a lot.
It still feels like the data spike's collision is a bit inconsistent but I was able to git good after some practice.

Got stuck on a ceiling light on the second level:


I had trouble with the canal level since I didn't find any secret weapons before that, I had to lure some mechs away and ran past them to get a key. 

The ammo situation was better on the latest level but mech hell was insane. I never found the gyrojet weapon so the rocket launcher had to do most of the work. I'll pay more attention to secrets next time, it was fun but mechs are really spongy without the right weapons.

Forgot to add: if you pick up ammo for an empty weapon you switch to that weapon, it's annoying because I was constantly out of SMG ammo and I kept switching to it when stepping over corpses.

Thanks for the feedback!

It didn’t let me pickup the machete, not sure if I did something wrong.

The interactable areas for pickups are all the same, you have to look at the handle or you won't get the prompt. I'll fix that.

You really have to get rid of those sprite enemies.

That's the plan but sprite enemies will stick around for a while more for testing reasons.

The speargun isn’t very good in the cave though, it kept going straight through the piranhas and hitting the floor.

Probably something to do with the sprite's billboarding misaligning the hitbox from the sprite. Another reason to get rid of sprites I guess.

The inventory is seriously generous

I knew I wasn't going to have enough time to balance it properly so I kept things simple for this demo. Inventory management will become more important later on.

The guys with the balaclavas should probably have the range at which they decide to stop and throw at you randomized

They have some cooldown variation but only after they fire. I'll make sure they're less synchronized.

Thanks again for playing and for the comment, much appreciated. 

Thanks for playing and for the feedback!

-A little odd how you need to press E to pick up ammo, but you automatically eat food for health.

The inventory system isn't fleshed out yet, I wasn't sure how to balance weight and healing so I kept it simple for the demo. 

-Underwater tunnel is cool. But I can't see anything

It's meant to be disorienting to a degree, but I'll make a mental note of adding a flashlight later on.

Sorry about the boat getting stuck, I smoothed out that part of the map and didn't get enough time to test it properly. Same for the shaman fight, I figure I'd let clever players grenade jump away but I didn't realize you could jump out of it normally. Whoops.

Wonder if my character will somehow make it out alright with no boat.

There's a gate that opens when the boss dies which takes you to the next level if you drive your boat into it, but it's an empty map with a "thanks for playing" message that's only there to showcase the player's inventory carrying through to different scenes, you're not missing much.

Thanks again for the comment, I'll fix those bugs asap.

Thanks for playing!

The sprites enemies are placeholder they'll be changed with 3d models eventually.
Most enemy sounds use directional audio, but some sounds weren't attenuated enough, I lowered the unit size and it feels better now.
I'll tweak the physics some more so that the jumping feels better.

Thanks again for the feedback.

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Completing the tutorial for one difficulty does not unlock the proper level for all difficulties.
A move to close in with the revolver thugs would go a long way.

Nice game.

When you press RMB to throw a grenade it interrupts your main gun's fire, seems unintended.
Sometimes you can't double jump after a wall jump but it's inconsistent.

Cool game, the controls remind me of doorkickers.

There should be hotkeys to jump to units and the camera should follow tanks when you're controlling them directly, other than that the controls work.

Looking forward to seeing how a real mission plays.

Hey, Just saw the release date trailer. 

I'm wondering, are you going to ship with the same character selection system? I feel like that's a mistake.

When learning a game most people stick with a single class, forcing new players to go form the default healer to a darkmender or a blood giver won't gel well with new players.
Personally I like random characters run so it wouldn't bother me, just looking at it from a newbie's perspective.

When allowing the player to select what they want you can also squeeze more replayability in the game if you make it so some healers have to be unlocked.
For example the blood giver could be gated behind being resurrected by your party. Or maybe the most niche healers could require you to clear some dungeons.
In games like FTL or the Isaac games people do runs to try unlocking characters and then a couple of runs with said characters to see if they like them. 
Paradoxically, having all healers unlocked at the beginning makes me never want to play something like a darkmender or a sunmender.

The rest of the party being random is fine imo.

For the UI, since I understand the current one would do a poor job at letting you choose between all healers, you could have a room with 3D models that you click to select/deselect. Something like Dragon Age: Origins's party selection. 
Healers could have their own room with hand placed models, locked ones being invisible or made into black silhouettes. On this screen you could also showcase little cockades or medals to show what dungeons you've cleared with each characters, giving completionists the satisfaction of seeing all their achievements laid out in front of them.
The rest of the party could be lined up in a tavern. Or maybe tanks could be in an armorer's room and DPS characters could be in a fighters guild type of environment with weapons hanging on the walls and such. I suppose to keep things uncluttered you'd have to select the healers first and then the camera would move to the tanks and then to the DPS, with big arrows to the left and right of the screen to change selection screen manually.
That way the player can immediately see all the available characters, the current UI where you need to select a class icon and then click confirm is a bit clunky anyway.

Regardless of how you approach the UI I think giving the player a progression goal in unlocking characters and not forcing them to play a random character every time would improve Healed To Death.
Cheers and good luck with launch!

Thanks for the feedback!

Yeah it's quick and dirty prototype rushed in just 8 days, it's missing planned exploration and weapon/enemy balance was eyeballed since I didn't have enough time to test things properly. 
Still, I appreciate the honesty and the breakdown of what didn't work for you, physics in particular will be a priority. Pretty much everything will need to be changed, it should be a proper demo of the planned idea by next DD.

Thanks again for playing and for the comment!

Thanks for playing!

I will definitely make the boat more involved with gameplay and exploration more important.

  • jumping while running up a slope sometimes doesnt work

Yeah fixing physics will be a priority. 

Overall nice game, i enjoyed my time playing it. Keep up the good work.

Thanks for the feedback, I'll do my best.

Thanks for the feedback!

Had to stick with 2d sprites since time was tight, I'll experiment with full 3D models in future versions.
Boss has a pain chance instead of always getting pained on hit, I can see why it would be confusing considering how erratic he moves and how low his audio ended up being.

Thanks again for playing, if I decide to keep working on it it'll be a more substantial demo next DD.

Played for a while, put some fire out, after the first 2 fires the newly spawned fires did not move towards the home.

The gliding feels nice. You're hard to steer properly while gliding, banking is better than just turning but it's still slow, the best turning method I found was to stop gliding to reset my horizontal speed and then glide again. It works fine I guess, but I'd prefer if you were more maneuverable.
Climbing feels disorienting because of the first person camera.
There should be a sound cue for picking up water bombs and some indication that you've got one ready.

As a movement demo it's fine but I don't think putting out fires is a particularly compelling concept. Might work better as a pure traversal game?
I'll play more of it if you continue working on it.

The golfing itself is pretty good, didn't care much for the occasional monster wasting my time. 
Beat all three courses and got to the part where golfballman summons an army to kill you.

Esc kicking you to the main menu is annoying.
One coin went down the hole at the third course.
Is there no vending machine on floor 3? If it's in that big crate idk how to open it, managed to win anyway.
Aiming sensitivity in putt mode is too high.
If you step on a fish you start spinning.
Thought my ball had gone out of bounds here but it was just hidden:


I dunno what the character has to be stressed about, I was having a grand ol' time!

Pretty cool. 

I love how weighty the attacks feel despite it being small pixelart characters hacking at eachother.
The tutorial guy doesn't seem to have any way to deal with you throwing your weapon over and over, but other than that he's competent. 
Got to 20 kills in survival mode and got the ending message, would be nice if you could kill them all before it boots you back to the main menu.
Combat gets a bit unpredictable when enemies start clipping into eachother but having to handle two sides at once is fun. 

When you do a jumping attack you bounce on enemy heads on the way down which seems unintended.
It's a good thing that there's the option to rebind keys because that default control scheme is awful.
Very fun, I'm curious to see how the levels and bosses play.

Very nice.

Played on controller because I saw block being bound to "B" on keyboard and that's just silly.
Some button combos are clunky like holding the weapon select wheel and then holding the analog stick and towards what you want to drop and pressing B. Maybe when wheel shouldn't reset if the analog stick is at rest.
Objects could use a highlight when you're about to interact with them.


Got very unlucky at the very end as I stealth killed the last target (for the second time) but accidentally crouched when trying to run away. maybe crouch should have its own button instead of being bound to pressing the left analog.

It's kinda odd how I stabbed the ninja master and then they went back to patrolling in their room instead of having some alternate behavior when aggroed.

Very cool overall, love the characters and how things interact with each other.
The level could have used some bananas for healing and I think it would be nice if you tossing enemies through a window made glass stick to them like an arrow.

I noticed sometimes enemies freeze mid-animation in the distance idk if it's some optimization thing that freezes them if you're too far but it was noticeable.
One of the yari guards fell through the map at this spot after a throw:


The core gameplay is damn fun, combat is good enough that 1 on 1 duels are doable while being difficult enough that fighting groups of enemies in melee is discouraged.

I had a blast with it, I'll try beating the level properly later.

Killed the three guys, Think that's the end of the demo unless there's a key I've missed.

I want to kill this thing.


Really digging the look of the game.
Starting the player with a greatsword is a bold choice considering how slow they are. Something less punishing would be more appropriate as a starting weapon imo. A rapier maybe?
Need some audio and graphical options, lots of screen tearing.
Directional attacks works okay, probably want to implement some input caching system so that an attack input won't be dropped because you're at 98% the stamina you need. Or at least some indicator to make it more obvious when you can attack or not.
Would be cool if the avoid button was directional too, allowing for forward rolls or side steps.

Pretty cool demo, looking forward to playing more of this.

Thanks for the video!

Had a chuckle at some of your reactions, especially the spike pit part.
I will definitely implement some shader caching technique, usually I have particles and stuff hidden behind the main menu but I ran out of time.
If I continue to work on this I'll make sure physics and player movement are top priority, it's honestly a miracle how the boat can be unstuck so consistently but I'm noticing a lot of players are getting stuck on its collision when trying to jump out and momentum transfer rarely works as intended.

Anyway thanks again for the feedback, it's been useful.

Thanks for the feedback!

I still have an Itch for making something turn based so the original HoE is not totally off the plate yet, I named this game after it because I realized that it was basically the same setting and also I didn't want it to be called "Boat game". 
But yeah I'll be focusing on either this game or tankgame for a while.

The boat doesn't seem to really mean much right now, besides as a mean to travel between locations

Yeah I started making the game 8 days before DD and the level like 10 hours before the deadline so there wasn't any time to make everything proper. 
My original intention was to have some sort of inventory system so that the player can stash resources on the boat while also having to plan and gear up for expeditions away from the boat. I will have to rework combat completely if I decide to go on a more survivor/resource management sort of thing though. Still weighing my options. 

 I only now realized there's glass in the cabin that prevents shots!

Whoops, genuine mistake. I noticed I was getting stuck around the front of the boat so I added a collision and didn't realize that it would also collide with bullets, my bad.

Anyway thanks again for the breakdown of your experience and thanks for playing!

Thanks for playing and for the feedback!

Whatever direction I decide to take the game towards I'll experiment with 3d enemies for sure, billboards were more of a necessity to try and meet the DD deadline, which is also the reason for ammo balance being a bit off and the game not having a proper save/load system.

Very nice.

Crawling enemies are a bit hard to distinguish from dead enemies in the midst of chaos and the combo meter should flash or something like that to indicate that it's about to expire.
What's there is really solid it's a fun and simple game. 

Desktop version would be nice.

I sank.


Not much to comment on at the moment, I like the concept though.

The pixel art is gorgeous and the music is amazing.

The bossfight that spawns a dark(er) version of you was over in a couple of hits which felt wrong and then I made it all the way back to the starting area like Smith tells you but there's nothing there.
I suppose that's where the shrinking part is supposed to be because I saw a small corridor nearby.
Is that the end of the demo or is there something I'm missing? The version is Yatpig(1) btw.

Some feedback:
Not the biggest fan of the save system, I feel like the game might benefit from checkpoints so that you don't need to walk back to boss areas, or at least put a save point just before the rat chase sequence. 
If you save at red save points you get full health but if you load that save you won't have full HPs, saving twice solves this but it's counter intuitive.
After you get the rat pawn you can jump down instead of getting in the elevator and you'll come up in the scientist boss room but the character is out of bounds. Had to reload the last save to get out.
Rolling feels clunky because it moves you in the direction the character is facing instead of the direction you're holding, 

If there's more I'd be happy to play it, the game is fun.

Nice. I beat the overlord with a Blood Giver.

I had the flash heal upgrade that made free spells better as well as the blood transfer upgrades that makes it better at full health and restores your health if you kill something with it, hitting for insane damage and killing enemies in 2 or 3 casts.


The new models are nice but I notices some animations don't loop properly.
The new intro is cool too, but I'd like an option to skip the tutorial.
The new crit effect is good, much more noticeable.

You should be able to open the spellbook when levelling up.
The shop currency icon blocks mouse inputs, making it tricky to click the item/spells/refund buttons when at the shop.
The level up menu also reveals the "cost, total" UI that shows up when you mouse over a purchasable item.

Did you make cromwell harder? I don't mind it but I'd say that he's the hardest boss mechanically because aura of agony is a DPS check on an enemy that can heal itself, I can see beginners getting potentially overwhelmed with it.
The arcane magistrate is only a matter of dodging damage zones so it might be a better suit for a first boss. 

Very fun overall, can't wait to play the new areas too.

Cool. I discovered Blorb.

Sometimes enemies kept shooting me from off screen, the blue ghost that reads your inputs can end up on a different screen, the log in the southern part of the starting beach cleared the way but Blorb just walks off screen without changing area.

Didn't care much about collecting mushrooms but the Dark Blorb part was fun.

Took me a few tries to get back in the groove but it was smooth sailing after that.

The new rooms are nice, it's good to be able to put some obstacles between you and your enemies. 
The minimap should show the direction to the exit after you've found it.
A "full map" button that only shows the rooms you've been in would be nice, that way the player can more easily make sure they've cleared the whole floor before going to the next one.

The miniboss dies weirdly while frozen, the dying animation slows to a crawl and the audio cue doesn't play properly. Maybe frost should defused it like the mine enemies.
Also I would make it so the last floor's ending portal is always behind a miniboss so that players have a final challenge to look forward too. It's a bit anti climactic to enter the last floor and find the exit after 3 rooms.

The new UI layout is nice but you've removed the "press C to open upgrade menu" text so players won't know that exists unless it's in the tutorial.
Taking your eyes off the character and your enemies is still dodgy to do in combat. I'd prefer if the chem stock UI was, like, 3 times as big and transparent, but don't do that because it would look ugly. 

Really fun.
Looking forward to playing more and seeing new enemies.

Thanks for playing.

Sorry about the ammo and the volume, I didn't get enough time to playtest so some things slipped through the cracks.

Thanks for the video!

Hey thanks for playing and thanks for the list.

I raised the main SFX volume because the engine was very quiet and then blew up my ears when I fired the first shot.

The player tank uses the same engine sound as the enemy tanks but it's lower volume so that it's easier to hear moving vehicles. I didn't consider that it might cause someone to raise the SFX volume, my bad. Hopefully ambient sounds will make this less likely to happen.

When I played the first mission I didn't read the briefing and was looking for a way to see it ingame.

Good point, I will add it to the pause menu. 

I was just watching icons.

Replay is just icons for now, entities record their position and status every couple of seconds and then at the end there's a puppet show with 2d sprites. I'm hoping to add a proper replay function eventually.

but both player and AI movement is so fast that I wasn't thinking about armor beyond generalities like sides and perpendicular.

Yeah I noticed this too, it's easy to get swept by how fast you can go, but I think it's something players can get used to. 
Armor is only really relevant frontally so you can either slow down and precisely aim at weakspots from the front or do a drive-by and fire a bunch of shot on the side armor. 
Maybe I'll experiment with adding a generic HP bar rather than relying so heavily on internal components.

Anyway, thanks for the feedback!

Thanks for the video and thanks for playing.

The beginner tank stops completely at mild inclines, feels a bit off

Unintended, it'll be fixed by the next version, thanks.

Thanks for playing and tanks for the feedback.

Getting movement to feel right has been an endless battle, I appreciate the breakdown of what didn't work for you

Would require Missions to be better structured tho, with multiple smaller Engagement instead of all just coming at once, but that's probably still to come as with the Graphical overhaul on everything

Yeah level design and visuals have been the weak points of my game. I'm hoping levels will click in time as I iterate on ideas and add new enemies with different behavior, but I'll be honest this is my first 3D game and I have no idea where to begin making it look good. I'm sure I'll figure it out eventually, but I've been almost exclusively focusing on physics and performance.

Thanks again for your comment, always appreciated.

Gameplay-wise there isn't much to comment on at the moment, but I did find a bug: fired heroes aren't removed from the list, instead the last hero on the list is removed.
This is strictly a UI bug as the fired hero shows up in the tavern and can't be added to the party, meanwhile the one that disappears can still be added to the party because you can still select them by clicking on the empty spot.
One of my guys died but kept leading the party so I clicked return and he showed up in town with -2 haleness.

Thanks for the video and the feedback.

but it still feels kind of "sandboxxy," if that makes any sense

Yeah I get what you mean. It's dispersive and unfocused, levels need to be tighter. I'm thinking of making all levels using the terrain 3d plugin I used in level 4, (Mountain alcove) that should help with both design and visual variety.

I feel the markers, one being red and the other being white, don't sufficiently make clear which one is the "turret" and which one is the mouse

The white one is the turret, the orange one is the hull weapon, the aimer is the semi-transparent white circle in third person and the (soon to be replaced) pixelated black cross in sight view. I will try making this clearer when I get around redoing the tutorial.

Very sluggish on mouse and keyboard but it's great on a controller.
Since the gun autotargets enemies, it might be better to have a generic "target closest" setting rather than only being able to target specific enemies.
Wish there were more targets to play around with.

This project is cursed for reasons I won't get into and so I want nothing to do with it anymore.

It's hover...

The new art is gorgeous.

There's some problem with the kangaroos, they keep shooting themselves.


I think there's also some general problem with LoS checks, this infantry squad does not look non-visible to me. If right clicked, tanks will drive well into handheld AT range before they're able to retaliate (and then shoot themselves). I tried using the attack on position command but the result is the same.