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HanYolo666

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A member registered Nov 13, 2020 · View creator page →

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You can continue at the start of your current round. You have 3 lives, after that you need to restart at round 1. But you are not alone in missing that, the UI is not very intuitive. There are 2 buttons when you die, the top one lets you continue at your current round, the second one restarts the game. 

I do have some plans vampire survivors like upgrades between rounds. But it will be nowhere near Vampire Survivors craziness as I still want the players skill to be the focus.

Loved this! Very interesting artsyle, and the music really helped to set the atmosphere. I hope we'll get a continuation of this story!

Looks and sound good. Can't really rate the gameplay as i got no one to play with right now. But the high risk high reward block sound like it might work pretty good. I imagine that it could lead to some interesting irl attempts at psyching you opponent. 

The melee felt nice to use but was way too risky, using the bow exclusively had no downsides and made the game very easy. Someway to balance this would make the game much more interesting. I liked the character art, especially the girl who loses her head was i neat concept. The bow animation was really nice. I like the music, but the game went completely silent a while into a round.

I want those pants

The art and the atmosphere it created along with the audio is great. I love the 2 colored pants, I understand that this might just have been to make animating it easier, but pants with different colored legs are really cool.

The combat felt quite basic at first, but the high low attack system made it a bit more interesting once you got more enemies to fight. The blood heal/attack boost added a little more depth as well. The blocking felt pretty useless tho, I instantly did way better once I stopped using block at all.

To me a while to get a hang of it, but once I did it was really good. Looked really nice, animations flowed together nicely and overall felt really good to play. 

I had an issue where I kept trying to sidestep using up/down dpad, the 3d environment and the automatic rotation of the fighting plane really made it feel like you should be able to. Took me a while to realize this is not tekken, and once i learned to to roll through my opponent instead this was not as much of an issue.

Really cool! Took me a while to actually understand how it works, then I almost got first guy down. Gonna give up for now, might try again tomorrow.

Great music and art, fitted so well together. Some death animations rather than just instant despawn would be nice tho. Overall fun game, but the jump felt somewhat inconsistent as if i randomly got stuck on edges. The forward boost on dash felt nice.

Very fair, it can't be for everyone. And it appears that you are not the only one having some issues with the parry and camera controls. There is likely some way it can be improved without sacrificing what others liked, we'll see.

Btw, I started playing your game yesterday. I have not rated it yet as i had to head out before I finished it, did not expect it to be that long aha. It's pretty impressive, good thing you have a save system!

A bit to easy, specials and health dropped very often so that was never a problem. I also had some issue knowing when i was actually doing attacks as I could spam the sound effects but the animations did not play. Fixing that then this could be pretty good!

Very beautiful!

I liked sneaking around and listening to convos. The combat was pretty fun although hard, movement really good. Really needs a sensitivity slider, was incredibly high and I had to annoyingly go set my mouse dpi to the lowest possible.

Really well implemented mechanics. I wish it had a sensitivity slider as it was way too high for me, it made it pretty hard for me to fully enjoy the game. Otherwise it was really good!

Pretty good! I beat it only using the shurikens, I feel like the katana was a bit to risky to use comparatively. Maybe make the enemy turn speed slower so that you can flank them. I like the visuals!

I love the artstyle and the animations. With some more work i think the gameplay could be improved a lot. My first run I just spammed attacks without even knowing the controls (much like Tekken in that regard hah). When i played again I noticed that blocking did not stop me from losing hp. Fixing the blocking bug and having the loan shark be more aggressive and better at blocking would make the gameplay much better. Mixed with these animations and sound design it would be really satisfying I think.

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The player hitbox is slightly bigger than the model. The reason for this I think is a combination of me being lazy and a little worried that blocking would be too easy if i reduced it. Also if the attack hits a character before hitting it's weapon, so in those cases attacks do go through your weapon. 

It could also actually be the hit detection not working. I am in some cases manually setting the katans rigidbody rotations, which could mess with its hit detection. Was going to find a better way of doing it but had to prioritize other stuff, did not think it was a problem, but it appears it might be. I'll look into it.

Glad you liked it otherwise :) getting to level 7 is not bad at all!

Had to try 4 times until i found the right input for attacking. Might be because of different keyboard layout. It was O and P, which was pretty awkward to use when i moved with arrows and jumped with space.

The side scrolling intro was really nice!

Rotating with mouse x axis was a lil bit tricky while at the times where that did not correspond to the orientation of you character. I don't think that is going to be possible to solve while sticking to a fixed camera. But I think it's something you get used to eventually. Also kept trying to dodge with space as its what i've been doing for 2 weeks while developing my game. I'm always dodgshit at learning new controls and that's 100% on me.

Great game! Really interesting concept and good level design. I love the dog, would 100% watch the movie. Took me way to long to get the hang of the controls but eventually managed to finish the game.

Glad you liked it!

Really nice game! Surprisingly hard tho, had some issues with the controls. In some ways somewhat similar to our game too, think we might have started out with the same general idea.

Really like the art! Can recommend medium samurai, most bang for your rice!

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Tried it again, did  not get sounds in browser but the exe version indeed had some good sound! Sounded great, game feels really smooth in a nice way. Got 271 frog frags now that I put some more effort into it :)

Must have muted or wrong audio source or something  then I guess, my ba

Felt really nice, some audio would make it even better. I really liked the barrel smoke.

Hearing that your son likes it makes happy! I did not really expect people to make it through all 10 waves tbh, made it way to hard, especially with the rifle-raccoons prefect aim that I was too lazy to do something about.

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Really liked this! This is the game I put most time into all of the 7dfps games I played. Managed to get all 3 starts! (although using the deadly bodyshot mod)

Yea, I forgot to type out some of the controls (reload /swap weapon), I've added that + some more stuff now. Glad you liked the AI asIi'm very new to that. They still have some flaws tho, the melee enemies will forget about you once you jump up onto  something, but the riflemen will still blast you :)

Thanks for playing!

FIxed the "bug". Apparently I had serialized my spawn array, all changes that I made in the script was overwritten by the inspector. I was quite confused for a while haha.

Very innovative! The memory scanning mechanic was very well implemented. The first ghost even managed to scare me slightly

I really liked the aesthetics. It captured the old school feel very well, sprite animations in 3d has something. The rocket launcher felt really nice to use, being able to strafe around the slow moving rockets to see it from a different perspective was cool. Sure, it was the worst weapon in the game, but it looked cool :D

Yea, peeking and stuff would be cool. Ill likely expand on this physical weapon system and add stuff like that, might be for some different game tho.

And yes, not hitting enemies at point blank is a bug, hits are not detected when bullet spawns inside of an enemy. I should be able to solve this by simply spawning the bullets inside of the barrel instead of at the muzzle.

Thanks for playing! :)

Hey! I remember you from the Mech Jam :)

Regarding the difficulty, I might have managed to make the game a bit too hard hah. I should try to decrease the accuracy for the blue guys, I might also try to add a shove mechanic to keep the greenies from getting too close. Thanks for playing!

I glad you like the weapon feel, I put big effort into getting that right. I guess I should have actually tested the build before submitting. Tested it myself now and I too have the same bug. It makes zero sense for me why this would happen, gonna have to fix it after Christmas stuff as I'm going out of town shortly.

Ahh, i might just have felt like I needed even more airstrafe after shotgunning myself miles of the platform haha

Visuals and audio/music was great! Good platforming and puzzle elements. I wish the enemies were somewhat more challenging tho, felt like they did not really a threat at all.

I liked it, movement felt really smooth. Visuals and audio was great. Some air control would be good I think, I would also like to have a way of lowering the mouse sensitivity as it was extremely high and made It pretty hard for me to play.

Glad you liked it :)

ooof, that sounds pretty choppy. Yea, I should for sure do that for the future. Should get an old laptop to try stuff on too ig.


Biomechanical is a good word! :D I would not consider them drones tho, but I guess the "birds are government drones" crowd would disagree with me haha.