Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Hi-TechSlavery

25
Posts
1
Topics
34
Followers
6
Following
A member registered Aug 20, 2014 · View creator page →

Creator of

Recent community posts

Controls are all temp, but I plan to put in some sort of remapper for next demoday!

Thankyou for playing and thankyou for your feedback :) 

Controls are wank :) I will try and put in a control remap system for next demoday. 

and thanks lol, will hopefully have much more of her in the next demo :^)

Yeah magnet is janky, I think to fix that *feeling* of predefined trajectory (even though it isn't)I'd have to redo all the platforming code. 

Which is fine, it's long overdue and bloated. 

Yeah, mecha is only supposed to dodge backwards, was going to have it do contact damage if it hits an enemy. 

Thanks for taking the time to play more and feedback :) 

Thankyou for the kind words, I put a lot of effort into the art :) 

Yeah intentional but seems I might need to lighten her up a little due to feedback. 

Glad you appreciate the back/front flip system, gotta tweak it though, it works really jank right now :) At the moment it triggers a good/perfect dodge if the attack collides during specific points of the animation. Eventually when i get enemies working, it'll always give you some invincibility frames (hence the stamina cooldown) but you'll gain bonuses to rank or something for hitting it perfect. (unless slowmo is enough of a reward) sorry I'm rambling :)

I will do! Game feels very barren right now without it, next demoday, I will have sound! 

Thanks again for playing and giving feedback 

I can see about shortening it. Getting a lot of flak on it lol.
I wanted a real difference between the mecha mode and zero suit mode. Zero suit, she feels very human, you aren't like mario jumping around like a madman. Unlock the mecha suit and you tank and tear through everything with ease - but thats going to have limits to how long and when you can use it eventually. 

Thanks for playing it and really appreciate the feedback :) 

I've fixed it, thankyou for notifying me, I was puzzled to why all the analytics and feedback had halted. 

Keyboard controls are a mess for sure, can look into that :) I've been criticised for having W as jump before, I'll see into putting a keyboard control editor next demo! :)

Yes, the mecha has a superior versatile weapon, no need for upgrades or anything else. I kinda see it for now as a berserk tank mode. 

Invulnerable is what I've got planned in my head for now. I figured I'd also make the shockwave push them back too giving the player some space. 

Thanks for playing and giving your feedback, its helpful :)

Yup, sorry about that, just quickly thrown in there as a way for player to try out weapon levels :) 

Thankyou for playing and your feedback

I'll give that jump buffering thing a go, see how it feels, thanks for outlining it :)

Air control after the arc would be cool yeah... I think I can implement that easily. 

Thanks again! 

Thanks for playing and giving prompt feedback :)

Collision box was wide enough, I figured it'd be enough for ledge forgiveness. Not sure how I'd put it in other than that really.

Air control is limited as a design decision. In normal mode, she has air control, with the mecha she has none, it launches forward. The mag launchers I set air control to off too. I could put air control into the mag launchers if thats what you are primarily on about... would need to rejig how they work, but could be done. 

Pickups do work, they are temporary just for people to test the different weapon levels. If you repeatedly collect the same color pickup, it'll raise that weapons level. 1, 2 3. I know it was implemented crap, but hey ho :)

Thanks, really helpful

Locking my submission to work on it, thanks for all feedback folks :)

Thanks for playing and taking the time to give feedback. 

On too many orbs spawning together, I agree, its now on my todo list :)

Yeah I've had a few folk suggest spells that affect the gameboard, working on it now :)

Thanks :)

Thanks, I wouldn't have noticed these issues for ages.

Lust attack entrance does seem to do lust damage after reducing it to 0. Issue seems to be that succubus dance isn't triggering at all. 

Grammar, yeah double slap is awkwardly worded, working on it :)

(1 edit)

I wasn't sure if cancelling a chain would really be needed, but shouldn't be too hard to implement :)

Earlier today I had lust reduce by half the amount, seemed too little. Guess a happy medium would be best bet in next update. 

Thank you 

T-thank you :)

Is there a video tutorial out there to show off basic functions, how to achieve certain common effects etc?

If not, I think you need one :)

Liking it so far, messing around with it, but feel lost nonetheless. 

(1 edit)

thankyou.

And dang I might have forgotten to test that after I tweaked the zero suit backflip/front flip. Sorry
EDIT - fixed it

Yeah I have a few overlapping states in the statemachine, on the list right now capping them off. 

Thankyou

Great feedback, very helpful :)

Not sure what to do with the grenade launcher, might be scrapped in favor of a different weapon type, it feel outta place imo. We'll see.

Switching weapons and mecha mode - yeah forgot all about that one, whoops. Easy enough fix.

Yeah the jetpack only launching forward is on purpose, if you hold down the fire button, it slows your descent like a glide. I need to make the jetpack movement more obvious, adjust the angle a little too.

I'm looking into bringing in jump sustain and tweaking with gravity. 

Maybe some of these issues will be fixed within the weekend.

Thanks,

"back" flip. I dunno, it might be in the name ;)

You're right though, I think it might be useful, i'll put that on my todo list :) 

Thanks @stomygame and @spacedogames.

Workshop menu is pretty unintuitive, all the feedback is important on it. I also wasn't sure on whether to add in "hold down" fire, but after some of the feedback, I'll add it in.

Acceleration is a bit slow, and seems I'm going to need to focus a lot of attention on the platform movement (having to full stop to crouch someone mentioned) Yeah I'll work on that asap.

Pushing down while shooting issue, thanks for bringing that to my attention - state machine is gonna need reworking.