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Luozcuridad

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A member registered Oct 06, 2018 · View creator page →

Creator of

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Glad to hear you liked it. There's no much to do about the intro (AnimationPlayer is pain to work with T~T), that's why I added the skip. 

Glad to hear you liked it! ^^

Game logo material.

My spaghetti code certainly is one of a kind. 

We slime lovers gotta look out for each other. XD I plan to make a more polished version without the limits of being done in HTML.

The controller and designed got a major overhaul in the last stretch, so they didn't end up as polished as other elements, so its not completely your fault you fell over and over. The music is from Hooded Edge. 100% recommend his channel, give it a listen!

The title was a joke of the graph of Metal- Guilty and Gear - Slug. Alternatively, Slimeslinger is more fitting, but I wanted to be the first one to use it. Gotta admit I got a "dump" of game ideas, so I rarely take into account the theme and focus more in what I want to try. Funnily, I completely forgot there was a theme the first and second year. They just fit by serendipity. 

The friendly NPCs were more before. I basically had the same set of characters as in Half-Life. The scientist girls, security guard girls and the clerks as office girls. Doubt I'll do much more of this project, but I liked the mix of 3D with 2D so I plan to do more in the future.

I understand, thanks for honest feedback!

I'll take it into account for future 3D projects!

Alright, I'll take it into account for future 3D projects!

Thanks! ^^

Yeah. Seems that the platforming felt rush because it was. I tried going for a PICOcad look that didn't work with the lightning I had. I wanted the game be quick and snappy, so skipped the gameover for just resetting you back to the checkpoint and that ended up glitched too.

I don't plan on working much more in this game save some polishing, but do want to take what I learn to make more 3D games.

Found a video about him in YouTube, interesting fellow!

Glad to hear you liked it! The controller was meant to be much more like Ultrakill with movement options and a style meter, but they were cut because of time. The player controller basically got gutted on the last stretch and that affected the whole project. The original level was much more open so you could choose blast through the horde or climb around for a secret achievement like in Ultrakill. There was also the idea of a shader and decals for more slime, but again they were cut because of time constraints. The code for decals is still but never made them work correctly.

Lil guys being dudes

IMSPEED

Good, making the NPCs took time! I want to see them all tied up too!

That's no coicidence, I used noclip.website to checkout the designs of some shooter levels, TF2 among them.

And the speedrun record was currenty 32-33 seconds, right?

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Thanks, the movement was made with the assistance of a friend who likes movement shooter, so that's why!

IT'S HAPPENING!!!

The power of wearing pants.

Glad to hear you like it, I've wanted to play with gacha mechanics outside mobile games to make each person playthrough slightly unique. About the power up animation, it's a quirk of the Yanfly battle engine I never fixed and pisses me too.

Thanks for letting me know.

It was a bit of burnout, but mainly I wasn't satisfied at all with the game. I felt it was incredibly derivative of Didnapper without any of the cool new mechanics that defined it. I wanted to do a whole reboot, and cutout a ton of the monsterlords to fleshout the story ones.
But the project in the reboot lost steam and I prefer to cancel instead of dealing with sunk-cost fallacy.  I do still wish to do something with monstergirls, if you have checked some of chinese year it had references to a Queendom full of monstergirls, but I gotta see how that project pans out.

Glad to hear that you liked it. As for more events, not really. There are some incomplete events in the hunting grounds, but not much else. 

Thanks! I found out of the inertia by accident, and that's why I based the second half of the level.

Thanks for the detailed review. I've to admit that the game is falling at the seams, there wasn't a cutting room floor as much as there was a cutting room building. But learned more than ever how to work with the engine and can't wait for another game jam.
Also, the song in the dev room is actually a SNES cover of "Despacito", check Hooded Edge's YouTube channel, a treasure trove of bangers over there.

Hooded Edge is the goat, Couldn't make the killzones work in time, but if hadn't made the music drop hit, wouldn't have submitted the game.

Glad to hear you like it.

Thanks! Your game is also cool too, wanted to see a DID SRPG for years.

The first demo and it's shaping up to something really good. Can't wait to see more. ^ ~^

Not really. You may see more of the land of monsters, hopefully.

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Platformers, something simple for now that I can replicate following tutorials online. Hope to make a big RPG like Didnapper eventually.

Olá! Por enquanto não. Estou trabalhando em outros jogos.

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Really cool, I remember seeing this project when it took place in the world of Pocket Monsters. I dunno if this is common in other visual novels, but I love comic book-like visuals, instead of the usual CGs. Obviously, an influence from Suspicious Links. The panning shot at the abandon center was my favorite.
That said, as a Latin American, my only complaint would be the use of Latinx. Aside of that, can't wait for its completion and release.

Oh man, those will be long 82 days of waiting!