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HeelHook

20
Posts
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A member registered Nov 08, 2015 · View creator page →

Creator of

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Nice, super polished

Not sure if I set up something wrong but line 36 in gltf_level_importer_base.gd, i.e.:

var extras:Dictionary = state.get_additional_data(CUSTOM_DATA) as Dictionary 

will throw an error if the object doesn't have any custom properties and the rest of the function doesn't execute (so materials don't get replaced, etc). 

You can fix this by just setting any dummy custom property in Blender but I found this annoying so I replaced the line with:

var extras = state.get_additional_data(CUSTOM_DATA)

if extras == null or typeof(extras) != TYPE_DICTIONARY:

extras = {}

else:

extras = extras as Dictionary

I'm using Blender 4.3.2 and Godot 4.4.1 btw.

lmao sick, OF COURSE we forgot to set the trigger to unlock the next level to the destroyed computers instead of the elevator itself

This is very unfinished, buggy, and will probably crash.  Feel free to mess around with it anyway.

aw man poor girl

Love the visual style on this one (I'm obviously a fan of lo-fi graphics).  Great atmosphere but unfortunately I haven't had time to finish it (the map is indeed quite big). 

Adding more guns and enemies are definitely goals on my list. I'd like to have done an indicator too, but the best I could do for now is make them a bit easier to see. Thanks for your feedback!

Thanks! I'd love to have made more enemies but I barely made the submission deadline as it was.  Maybe more in the future!

Thank you!

Thank you!

Thank you! I'll try to be better about introducing those kinds of mechanics as they're not super intuitive at first.

Thank you! If I do an update I'll try to tweak the difficulty a little on some of the puzzles, and do a better job introducing  the mechanics of the potions.

Thanks for the feedback! I really wanted to make more levels and different paths the player could take between them, but unfortunately I simply ran out of time (didn't we all).  I'm glad people are getting a little spooked by the vampire coming out as I wanted it to be at least a bit surprising. 

Oh man thanks for pointing that out! I mentioned it in the description, hopefully people can figure it out.

I had a lot of fun playing this, what can I say, I love FP action platformers. Unfortunately I had some frame drops which made some of the jumps difficult. I like how the jump input is buffered and I'd consider adding coyote time as well

Love the artstyle, it's very "thanks I hate it" in a good way

Sir I will GET to you when I GET to you

This one is really solid, love the visual style also

Nice, fun prototype!

Things I liked: 

-liked the mechanic of having to maintain the fire and watch out for health at the same time

-visual effect of encroaching darkness and the feeling of the arena becoming more cramped

Things I wanted:

-ability to carry multiple items at once

-picking up items automatically when walking over them

Keep up the good work!

Thank you!