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Kaadmy

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A member registered Jan 17, 2016 · View creator page →

Creator of

Recent community posts

Thanks!

Yep, the engine is completely custom, and mostly bodged together with source from a handful of other projects I’ve made in the past.

I’m glad you think the music fits, but it was mostly placeholder haha. I got it from my go-to for CC0 music, Section31 on Opengameart.

Thanks!

The lack of a damage indicator is indeed an issue I noticed later on; there’s currently a sound but no indication of direction other than spatial audio.

Thanks!

Which particular areas did you find difficult? (navigation, combat, movement, etc.)

Hi, thanks for the detailed feedback!

The maze is not procedural at all, it’s a hand authored map I made in Blender.

Did you try using the scan mechanic in game (right mouse button)? It seems that some people didn’t realize it existed, and that makes traversal way, way easier.

The machine I’m using for doing builds is running Arch, and unfortunately it seems that Ubuntu 20.04 uses a slightly older GLIBC version (2.31) and I don’t have a Ubuntu install for development builds currently.

Thanks! We’re actually planning on (and beginning work on) a full release as a complete rebuild of the entire game to be more robust and modular, along with more content and things to shoot!

Just wanted to let you know that the latest Rolling build now has completely configurable key bindings. Let the custom keymaps rip!

Ah okay, that’s definitely something that’s tough to get used to, unfortunately there isn’t a whole lot I can do about that. Have you tried the (enabled by deault) auto level option? It might make it feel easier to control and a bit more like a typical keyboard + mouse first person shooter.

Thanks! I initially wanted to force the player to have to learn the map layout via trial and error, but that turned out to be pretty confusing so we made the scanner easier to use and abuse.

Was there anything about the controls in particular that you think could be improved upon? That’s something I want to update since it seems to be a common point.

Thank you, I’m glad you like the game feel!

I’m honestly surprised that we managed to build this entire game in a week, I feel that this entry was way more solid than our previous one.

No problem at all, I actually want to add full key rebinding anyway…

I will separate the new version though so the original 7DFPS build will still be available.

Thanks for the feedback!

If you can post your preferred control scheme I can try to add another control scheme that’s closer to what you have.

Thanks! That's similar to what I was going for, glad it worked :P

http://lmgtfy.com/?q=i+need+help+on+something+that+i+don%27t+know+about+because+the+internet+has+literally+anything+because+somebody+said+so

Same here, although this looks too performance-intensive for my machine, I'd still like a Linux build :)

Not really, it's too slow as it is, it barely runs at 15 fps with the lowest settings.

Seems the mobile version acts the same, so it might not be me only.

GLADIABOTS version: 4.2.2

Platform: Linux 32bit, running the Windows 32bit through WINE

On the mission Ambidextrous, making the bots on either side and in front of your base to only collect is a little flaky.

When the collecting bots reach the Resources, the upper bot picks it up while the lower one pushes the enemy bot for a few seconds and the enemy bot picks it up instead. A friend says the collector bots will pick up both for them, so I'm not sure if it's a bug or not.

I can also reliably reproduce it.

I can totally agree with you :D

Downloading it right now right after I watched the trailer.