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Guilded Hut Studio

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A member registered Apr 09, 2021 · View creator page →

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Thanks for your feedback.

Thanks for the feedback. The playtesters that tried this seemed to finish the game no problem so I didn't find any issues with that at the time. I did zero coaching as well to get the most raw feedback. But everyone is different. 

Yeah, I tried pressing all of the buttons, face and triggers, but none were functioning on my wired xbox controller :/. Odd. I even tried restarting just in case. I just switched to keyboard/mouse in the end.

Sorry to hear that! My goal was to make it somewhat like a maze that required a little exploration. I'm glad you enjoyed it at least.

Thanks :D

Thanks. Yeah, I didn't have enough time to add in some music and extra sound FX. The visuals, I used as a way to experiment. I kindof enjoyed it but sorry to hear that you felt they were weird. I get it though. Thanks for the comments :D.

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Definitely see Hollow Knight inspiration in here. Interesting idea. I had a hard time finding time healing against the boss. He's definitely really tough! Good work on this project. I think you could lighten the environment up some to make it a bit easier to see the wonderful art.

Interesting idea, I agree with what's mentioned about the challenging control scheme.

Interesting game. It'll be interesting to see this done. The spells feel very challenging and unfriendly when the fireball is coming in from random directions instead of from the player. Good work overall!

Interesting idea! I wish there were more traps or elements to bring in some tension.

Screenshots look like this game is interesting. It wouldn't load though for me :(.

Interesting game. I wish the doors were a bit more responsive since sometimes they don't register when I click on them. Good job overall!

Thanks :D

Good job on this.

There's a door there? It's not really clear in the visual design that there is one at that spot :(. I was trying the visible door at the top of the screen.

Well done. I was happy to see controllser support but none of my xbox controller buttons would attack. Good work for a week project.

Thanks.

I tried facing the door, I tried adjusting incase I was to the left or right of the door. It wouldn't open. Is the trigger area small?

Nice job.

Nice looking game. I couldn't get through the door in the first room. I tried hitting E at the cat and at the door but nothing happened. Am I missing something?

Thanks. I didn't want to make the AI enemy perfect, so I added a bit of random variance with its movement. Thank you overall :D

Space Invaders is next on this list inbetween my big game project, which feels nice to get back on. That's the "King's Curse v0.004" currently. 

Good work so far. I think this is your strongest project yet. Nice job.

Thanks man. I'm going to see what I can do in this month since I have my big test at the end for the Unity Professional Programmer's Certification. I'm picking them as I go. My next one is Breakout since my g/f wants to do the other one with me when we both have time in our schedules.

Not bad Rico. The collider on the player or fireballs seem a bit big as the fireballs were hitting me from a few pixels clearance. Maybe in description mention controls?

Good work Rico!

Thanks Nick :D

Rewatching your clip with the bug, I'm surprised the bugged "Starro (aka doomfish)" was there to begin with since you did kill it earlier and it did it's death animation and everything. Interesting...I don't have any respawning of enemies on player death (aside from your indoctrinated self). Hmm...

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HUGE thanks for sharing that. It's nice to see someone playing in real time without me saying anything and glad that a lot of what I was getting across with the tutorial level played out how I expected. I didn't expect that much battery use of the flashlight during exploration, so that's poor planning on my part but I hope the doubling of batteries would help some.

Sorry you didn't get a chance to get to the cool stuff later on with the "Dark One" speaking to you ;).

I do see where I could remove some enemies in the earlier groupings to help the player ease in a bit more as well. I hope you had fun though!

Also I didn't think using "P" in the name would toggle the pause screen, so that's good to know as well...lol.

Thanks Jordan. I don't know if people are playing with the flashlight on at all times, as I cannot see how people are playing the game. I did update the WebGL version with double the batteries in the world (at least) to help accomodate that. Also I hope I addressed the enemy ai where after death they wave around the player. I haven't been able to reproduce the results since I also disabled their player detection on their death.

HUGE thank you for your feedback and I hope the game feels a bit more fun now.

The one worry about the player death spawning a new enemy is leading into a scenario that you describe about it getting too difficult at a certain point. I guess if I were to change the mechanics, I might just create a list of up to 1-3 new spawns and leave it at that maybe?

Thanks :D.

We all start somewhere. I have some jam games that are broken like mad! Keep it up and apply what you learn on the next one. And after a few jams, you'll have a great solid foundation. I usually walk in a game jam asking "What's the BIG thing I'll be learning and exploring this time?"

This jam was acutally making full use of state machines, sprite masks, and trying to generalize my enemy code so it works for different enemies. Next time I think I'll dive a lot more with Coroutines in Unity since I should transition away from always using timers.

The deceiving should be without the flashlight. The flashlight was meant to reveal "truths".

AHAHAHA! Yeah, I encountered that once or twice and I can only think that the death occured before triggering animation and a few other lines of code. I'll have to look at the order of operations again and adjust that. Thanks for the bug report! :D

I'm sorry you felt a bit frustrated. I was using WASD primarily for moving around and F is right nearby. None of the other playtesters brought up the button press so it never came to mind. I should have added more batteries scattered throughout. It's a challenge to balance when I'm testing and burning through the space so fast. Thanks for your input, I'll implement a few things next time I work on the project. :D

Thanks Griggy. Glad you enjoyed it.

Glad that it reads well on that mechanic. The scary part of having a mechanic like that is it makes that area tougher in the end.

AHAHAHA! Glad to hear. Sorry for scaring your fiance.

That's awesome! I'm glad you enjoyed it and got to the end :D.

Hi, Good job for doing this for your first time. I got locked up in the Attack state after attacking and "killing?" the first hand creature. There was a spawned other player the first attempt down the steps at the beginning of the game. I hope you learned a ton and take some time to see what works and doesn't work so your next game is even better. Good attempt!

Thanks. I wanted to have an animation clip where the  hat came off and back on. There are some other animation clips I'm happy how it turned out, but they are hard to see since the enemies are hidden so much :