Thanks for the feedback! Tile variation would do good for this, and I though about adding a monster hunt mod after opening all doors, but I think I leave this project for now. The aiming thing I may not understand what you think about, but we can discuss next time. :)
LtCoyote
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Cool little dungeon crawler! I liked Heretic too, almost as much as Doom. I had trouble figuring out how the game's fighting works, but after the showcase I understood it better. I would have never figured out the collapsing wooden bridge, and my strategy would have been also to get the boss back to the pool where the golem died. :) Good stuff, whatever games you make, the interesting mechanics always fascinates me.
This is a really cool concept! I managed to get some of the required zombie photos, but the map/city is huge, and hunting the rest seemed impossible. It wasn't always clear where I can go through, like doors, or mounds of stuff. Like, there was a blockade and it turned out I can walk through between the beams, but sometimes seemingly passable parts blocks my movement. The game has crazy good atmosphere with the darkness and the music. :)
I liked the graphics very much. I managed the platforming with a controller, but some sort of auto-aim, or an indicator where the character is aiming would do good for this, as I have to wiggle with movement to try to aim and somehow I fell off the platform (even I was too close or I was pushed by enemies. Or at least use the right side joystick for aim. The game concept is interesting with the combining of spells, I liked Magicka, that has the same concept. :)
Paperboy was the first thing that I remembered when I first started the game. :) I like the biking, that control wheel is giant and not needed for the PC version. I feel the shooting should be happening on a 2D plane instead in 3D, as my bullets go where the pointer is, hitting ground. Combined with the control wheel, there is a "blind spot" on the bottom left corner. When I move, the camera moves super fast. I get it, you should show more in the direction the character is going and this is hard to achieve without camera blending, but you could just move the camera further, showing more. Good concept though, I give it 30.000 oxygen... or 300.000...
Wow, this was intense, I absolutely love this! I liked the old school action and looks. I had some problem with mouse controls (I can go outside the game window) and is the ! sign didn't show after hacking the second terminal?... I died shortly after. Will play it sometime later, I really like this one. :)
Hey, I am glad that you enjoy the game! As for success?... unfortunately we're far from that. :D
As for the 20th power-up, that's the Time power-up, that is in Hard and Rogue mode only, as there it makes more sense with all the levels being Timer based. And yes, it may had been a silly idea to not pool together the knowledge of all profiles... but it's a lesson learned for the sequels. ;)
Looking into it, a chromebook is running on ChromeOS am I right? That's a linux based operating system, and is not compatible with windows programs. Though there is a way to emulate it with a program called Wine (emulators usually put extra work on your hardware, meaning the emulated program may run slower than it would on an original hardwrae / OS). But if you don't know how to do that, or know somebody who do know, I wouldn't recommend on trying to install it just like that. Look into it, and make an educated decision :). Still the game is controlled with keyboard or gamepad so no touch controls.
Should you decide not to install, and still want to experience the game, take a look into Stevie T's playthrough:
I will make a playthrough in the future, just will have to find the time for it.
Hello,
if you are from a windows PC (though your post suggests you are from some mobile device...), you can download the game clicking on one of the Download buttons, depending if you want to use cheats or not (if so, read the .txt included in that version).
Unfortunatelly I couldn't crack the HTML5 version yet, if I'll have the time I'll try again with the help of a friend of mine.
Oh my. I think that's "normal" for any zip that contains an exe file. Still, just to be sure, run a virus check on it and if you still don't trust it then of course do not run it.
Downside is, I wasn't able to make HTML5 export work with my projects after wrestling with it for a week or two. I may continue to try to make it work still, but I will need a massive amount of time for that (I have to start from the bottom up to see where it goes awry). Should I succeed, ther will be a browser version for this project too.
Hello,
This become a really nice game, it would do really good even in a game jam, so I salute you guys. :)
I only looked at the video/gameplay so far. Not much to say, as the game seems to be working good. There could be some stuff to consider trying out, how it works, or see if these improve on the feel, or gameplay.
- As this is a space shooter, I feel the ship should move all the time. Of course, that would change the gameplay somewhat, possibly making aiming harder (adding it as a hard mode maybe?)
- The small light cones on the enemy ships are there to indicate if they are closing up to the player's ship? It seems to be faulty or not that well visible all the time. When I made something similar, I put small red dots on the screen border while enemy ships were outside the camera.
- I see that the enemy ships destroyed by one pair of shots (or two single hit). I noticed how the enemies can congregate, and destroying one makes a nice explosion. I feel these could be a chain reaction, but again this would change the gameplay a lot. So, I would try to scale down the single shot hit explosion, and add a charged attack that needs a couple of seconds to charge and would consume a big portion of the ammo. That could make the big boom, and making it a devastating attack. Alternatively adding a secondary fire with a slowly charging special that could destroy a lot of enemies with one shot.
- As for the aesthetics: the grid on the map could be a faded neon green or purple (more faded near the screen border), making it a sort of tactical grid. This would work well with the red dots idea too. I would change the windows mouse cursor to a reticle.
- Maybe it's implemented already, but later the enemies could start shooting at the player's ship, making it a bigger challenge later in the game.
- Adding some powerups (for a short time only), like shield, no ammo consumption, maybe some repair, EMP etc could make the gameplay more interesting, something to look forward to drop.
That's all I could think of right now. As I mentioned, these are just ideas, the game already looks and seems good as it is. :)
Good job!
No, I send Steve a cheat version so he could go through to check the whole thing no problem. The version I have here to download is the no-cheat version. Let me know if you, or anybody needs the cheat version, I'll make it accessable. I actually thought people could breeze through the game, as it's not that hard. Of course, I know some tactics, and maybe that can help. :) I saw that Steve didn't include the bonus level, maybe he didn't find it, and that can be an immense help in the first playthrough.
There is a second and third playthrough with extra enemies, shields and bosses have extra HP or some new or stronger attack forms. But don't worry, if you play it through once you saw everything. Higher playthroughs only yield different colored name in the high score list. :)
This game looks and feels really good! Even the gameplay is simple, with the upgrades there is a progression system that can engage the player for a good while. I feel it is very easy to fall/smash to the ground next to robots, like collisions are smaller than the sprites (I may be wrong on this). Still a good game and it was fun to play. :) Good job!