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heptagon (formerly Horncore Studios)

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A member registered Dec 16, 2019 · View creator page →

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probably not. i'm shifting my coding focus from HaxeFlixel to Godot. also, NOODS was largely brad's story, and he's off on his own projects now.

that said, i might revisit the concept of a lube/vibe-based platformer in Godot one day - did you know that it supports rumble for up to 8 connected controllers?

One more for the road.

Emerald Star Emblems can be earned in story mode, but you can also trade them with june, and you get 10 for performing an all-clear in any mode (including casual).

Oh right, you can only remove an article that is currently being worn... my bad, I'll fix that in the next update.

February will not end without story mode being publicly accessible.

It's not done yet, but we're aiming to have it released by Valentine's Day (a bit cliché, but it's better to have a cliché deadline than none at all).

No, the game is uncensored - we just save the NSFW stuff for the game itself!

Sorry, there was a bug in this build that caused keyboard to be unavailable in 1p mode. A patch is coming later today.

Sorry, there was a bug in this build that caused keyboard to be unavailable in 1p mode. A patch is coming later today.

v1.0.0 is projected to be released by the end of the year. We got a couple of playable characters left to finish, and we're making some big breakthroughs on story mode that we'll be sharing next month.

Thanks! Today's patch fixes the double-flick bug (now the arrow keys behave the same as WASD), and it adds J and X as back keys as well. We'll take note of that control thing - an array of Y2K-style flick buttons might be an interesting play style.

We're not currently targeting mobile, but never say never.

Is this a Catalina thing? I've been holding steadfast to 10.14, so I'm not too familiar with how it performs on the current OS.

We'll eventually be bringing our games to Steam, once they're sufficiently complete - FLICK CLUB will likely be later this year.

The cursor is hidden in this game, since mouse support is not yet implemented (only gamepad and keyboard so far).

I updated the file; hopefully it contains the right game this time.

The lewd content on display in this demo is just the tip of the iceberg - we have a story mode in the works where the post-match results go beyond stripping, with full-screen artwork.

Also, thanks for the heads up - we are working on a fix for the face removal bug that should be available soon.

The latter could be the case - in case it is, there should be 3 files in the zip (icon.ico, lime.ndll, and NOODS.exe).

Is it giving any sort of error message? I'll look into it, although I'm keeping my fingers crossed that the new version that's coming out on Sunday will just happen to fix whatever issue you're having.

HaxeFlixel does export to Linux, but without a Linux machine, it's tough to build and test it. I am looking into getting one at some point between now and the end of development on the game, though.

That's to be determined - I know who the 6th character is gonna be, but the other 2 are a mystery, as is the actual number of characters in the final game (more support/budget = more characters).

Thanks! Not to sound glib, but I'm curious about what the finished product is gonna look like too.

That's Groovy Cabriolet Ride, by StudioBEES. Since this started out as a single-person project, I pretty much went on a stock music shopping spree to flesh out the audio.

Haha, I'll take that as a compliment. Two of the things that we want to add at some point are a more robust tutorial, and some sort of single player campaign that builds the characters up some more - no time table for those, but they are in the works.

While mostly known as an artist, Heptagon is also a damn fine programmer (and full disclosure, also the person who replies to itch comments).

That's one of the core principles of our studio, that that kind of stuff should be a reward, not a penalty.

Do you have a controller connected to your computer?  If so, that disables keyboard inputs once you get into the game.

Thank you, we'll be sure to look into these technical issues.

RE: reachability, sliding while lubed will increase your speed, and jumping from such a position will greatly increase your jump distance - some hostages require the use of such a jump. As for the flying enemies, they aren't designed to be shot down (although if you really wanted a 100% takedown rate, you could probably still destroy them with some well-timed O-bombs).

Thanks! Without giving too much away, there is a main hub, and there will be hidden rewards for those who explore the space, but they still need some more polish before we're ready to share them with the world, so they were cut from this version of the demo.

Needless to say, this is the first step on a long journey. That said, keybinding is definitely on the shortlist of features to add next.

Thanks for pointing this out, we will look into this issue. The zip file was compressed on the Mac I use to develop, so that might explain the folder.

Oh don't worry, character interactions are coming, it just wasn't in the scope of this demo; that's why there's still one round after everything's off, after all!

I do plan on improving the AI, but want that difficulty to come from it being smarter - able to do combos, strategically use items, and navigate around freeze blocks (especially the latter). I guess I could add a speed setting in the meantime. Right now, they just execute their basic strategy one move per fixed time interval, something i can lower, higher, or hell, remove entirely.

A single player campaign is one of the things I'd like to add further down the line. I haven't hammered out the details of it, but it won't force you to play as/get intimate with specific characters - you can express your preferences that way, but I have no plans of adding, say, a menu setting that "turns off" trans characters.

Thanks! If this was with a keyboard, the latest patch should fix that.