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A member registered Nov 03, 2018 · View creator page →

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I couldn't find anyone else that did this online so I decided to post this so other people can find it in the future. Took me a few attempts over the years to get this going but third time's the charm! Not perfect but not too bad either. Inspired by a similar idea I saw a while ago (link in description).

There's a download link to the unity assetbundle in the description which might or might not work if you drop it into an empty project? First time exporting one so hope it works correctly. The code is commented where it matters but spaghetti nonetheless, so feel free to ask questions (might take a while to respond considering I don't check here often).

Hopefully I'll take this project further, but not 100% sure if that will be the case.


Yes, you can have multiple scenes open at the same time as of late. Never used it so I don't know how reliable it is or how hard to work with, but I haven't heard any complaints about it.

Yes! Here it is:

Hello! I'll be writing this as I play:

  • I like the menu
  • The cursor looks cool although it's a bit hard to track and feels sluggish. Based on my experience doing something similar, it's not actually input lag but the trail makes it feel that way. Keep the trail, but have something more noticeable at the actual cursor position. Perhaps a single particle of a similar but more noticeable colour would work well here.
  • Text speed is a bit slow, also it would be handy if clicking or pressing a key would skip to when the text is done being written.
  • Hovering over menu buttons fast interrupts its own sound if it didn't finish playing. Perhaps either make sure the audio source is done playing, so that it doesn't make the sound effect when you hover again unless the previous one is done, or use audio.PlayOneShot() which will play the sound without interrupting the previous one. Whichever one sounds better in your opinion :) Little nit-picky but it's something that I noticed. Certainly not a priority issue but it's an easy fix.
  • Cute character with cool scarf
  • Music is nice and fits the mood.
  • Space for jump would be more comfortable imo.
  • You can get inside the wall by dashing towards it from where my cursor is. You can dash out of it though.
  • Nice effect when you kill your bat lad
  • Not really sure what I'm supposed to do after killing him though. Is that the end of the level? There's more on the minimap but I can't reach it. 
  • I do like the animated background though.
  • Oh, never mind, holding W or S makes you dash up or down. I think that should be clarified unless I'm blind and it already is.
  • I like that the music changes when you are in combat.
  • The screen shake when attacking is a bit strong/disorienting, I'd tone it down a bit. The camera stopping and then moving harshly after a hit is jarring.
  • Got stuck inside a fluffy when I teleported into him and proceeded to die. I think enemies should push you out of them.
  • Overall combat feels a bit weird, I don't know where to go and how to get there. I tried dashing through enemies but it didn't work out for me since they'd just catch up to me almost instantly. I end up getting cornered. I feel like I'm not getting something lol. If enemies, at least the introductory ones, would step back for a moment after hitting you, I think that would give the player more options as to movement and such in confined spaces.
  • Blocking makes things a bit easier but it isn't introduced, or if it is then not early enough.
  • It's late for me and I can't get past the spikes so I'll call it a day at this point.

Overall, I think there is some really nice attention to detail in the game like the scarf and the background. However, a lot of the controls feel clunky and there is a lot of time when the user is not in control. Things like text scrolling, doors opening, and especially after taking damage take away too much control from the player. Of course I'm extremely new to this game so you may disagree, but in reality everybody will be new to the game. I think you should get as much feedback as possible, ask friends etc, and don't just listen to me of course. But I'm confident that there will be a lot of overlap within user consensus and those are the things which you should really focus on. I think this can be a really fun experience if the character would be more responsive and movement more refined. For example, if dashing would teleport you to your cursor (as somebody else mentioned), up to a limited distance. Also if you would preserve your momentum and if it were snappier. Of course these are big changes at this point but in my opinion, it would make it a lot more fun if there was more flow to how you interacted with the world.

Hope you found this useful and sorry for not going all the way through it, the pillows are calling me. Good luck with your game!

It depends on what the differences will be. Will you be able to play multiplayer modes in singleplayer against bots, for example? Although, from my very limited experience, it's probably best to design the game with multiplayer always in mind. This way, you don't need to re-work all your core game logic for multiplayer. You have a base which works for both and the only changes you need to do are in how you interact with it based on singleplayer vs. multiplayer, e.g. how do you handle spawning the player(s), losing, restarting, etc. Pretty much anything that must inherently be different in one mode compared to the other. It's a bit more work in the short run but in the long run it pays off.

I might be missing the point of your question a bit though, since your question is more about the content now that I read it again. As for what you should do first and what matters to the consumer, I'd say that engaging singleplayer levels would be better to start off with as it is more accessible, seeing as there's no need for other people to play it in order to enjoy it. Also from a development perspective, it's gonna be easier on you to playtest and experiment and just make the game more fun in general. If you have a fun singleplayer experience, then people will start wanting multiplayer. Multiplayer for the sake of multiplayer is not what people want.

So, in summary, design everything to work with multiplayer to save yourself some pain later on, but focus on singleplayer content first. Get lots of feedback before starting work on multiplayer, so that you have a solid base to expand from.


I started working on this as a hobby about two years ago and I decided to finally release it to the public! I don't work on it very often anymore but it is a game which people enjoyed so I wanted to share it with the world.

The trailer shows the gist of the game, it's a shooter based on the antics of eastern-European hooligans (perhaps exaggerated a tiny bit). Nowa Huta is a part of the Polish city of Krakow, notorious for the shady tracksuit-laced goons.

There are plenty of mechanics which I deemed fun to work on and to play around with, such as building, bullet penetration for all walls (provided a weapon up to the task), vehicles which can be destroyed or incapacitated by targeting their modules, and most importantly - Squatting like a real Slavic man!

This is not a professional or polished project, but it is a lot of fun to play with friends or against bots nonetheless. I hope that you will have as much fun fooling around as the people who have played it so far!