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KKlear

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A member registered May 22, 2019 · View creator page →

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No worries, I should have set it to reasonable levels by default. In fact, I remember deciding to do just that once I have a spare moment, but that never came =P

I might. The code is not a total mess qnd there's a lot to add and improve. I need a break though. May come back to this when I need a break from other stuff, who knows?

Nice! Didn't expect to find fans of the original here. This was a fun exercise, since I know the game inside-out, and I got to solve some problems similar to what the original devs did. Or so I assume.

Anyway, now that this is done, I'll go back to making custom maps for Pistol Whip...

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Hmm, it might be that I'm just super used to the beat, having played this map in VR hundreds of times. I didn't really have time to worry about sound balance too much.

You can set music/sfx volume in settings, but this is definitely something I'll keep in mind if I end up updating this later on.

The cursor is hidden and locked to prevent this from being a point and click thing, and to somewhat simulate having to actually aim in the original.

Interestingly, the laser sight is more useful and arguably fun than in the VR game. It was very easy to add, since I just used the raycast that checks if attacks land.

I was adding mods from the original game whenever I was tired of implementing other stuff. Managed to get in all but three.


Probably could have spent the time better, but it was fun.

Thanks for checking it out!

I still have a lot of work ahead of me on the last day of the jam, among other typing up detailed instructions. I uploaded an unfinished version mostly to get some feedback from the Pistol Whip community, as they're already familiar with the game this is based on.

I won't be adding more enemies in this map, as it's a map from the original game and it's very iconic, including the perhaps slow start, but I'm hoping to manage to build one or two other maps by the end of the day that hopefully won't suffer from this particular issue.

As for the game being difficult, yeah, that stems from trying to be true to the original (dodging shots is waaay easier when you have 6 degrees of freedom of movement). I was planning recommending the "bulletproof" modifier for new players, but based on your comment I'm thinking it might actually be best to have it enabled by default. Getting hit carries a hefty score penalty, so it's not like invulnerability trivialises gameplay, it just makes it less frustrating.

Yeah, the game really deserves more content and polish. And an ending to close out the story.

I'm going to put it on hold for now, but I really hope I can finish it at some point.

Very reminiscent of this game I made some time ago, and I also had some trouble making the controls friendly enough. I hope I can get back to it and finish it.

Yeah. I'm thinking of cleaning it up a little by adding a menu and improving the end game message, but the more complex improvements will have to wait until the weather gets colder =P

Yeah. Unfortunately, balance was one of the things I was forced to cut due to time constraints. When you get thousands of units, the game actually becomes close to unwinnable (as the goal is to eventually let a hero through). The heroes definitely need some form of AOE attacks, otherwise throngs of spiders just eat them up. On the flip side, if you mash spacebar real fast, a swarm of lvl 1 heroes will easily go through pretty much anything.

The idea is to build up the dungeon to weed out unworthy heroes and eventually lure a worthy challenger to challenge you at the bottom, but it's going to take a bit more effort to make that work.

What it really needs is more focus on the loot dropped from heroes. A way to redistribute it to the lower levels so the next hero doesn't just snatch it up.