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MoxieLoaf

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A member registered Apr 19, 2020 · View creator page →

Creator of

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The changelog will be on December 31, since there's one more mini-update that'll be released. This is so all the change-notes are in one neat post. 

In the meantime, here's the update in advance. You can go in blind and see what's new!

Hint:
It's about the train and the mall.

No plans for android.

Thank you! Currently don’t have a Mac, so not sure how the game will work in there. I appreciate that you took the time to write this!

After opening terminal, type:

chmod +x

Then click and drag the file into the terminal. Press Enter, and it should be playable.

Thank you! There will be saving at a later update. (Not in the next update, though)

It's not on Steam.

It's a feature and random. Currently experimenting other gameplay uses for it.

Great suggestions! Sadly, there's not enough dev time to implement nearly all of those. There is a planned saving feature later on though!

Sadly no plans on an Android port yet.

There are no plans on making a map since this will be a fairly small and linear game.

There are around 6 plant creatures, with the koubold and wolf totaling 8.

There are no plans for a male playable character for this game, sadly.

Glad you enjoyed the game! (even as a first game) There's a new update as well. It's not much, just a few levels.

Thank you! Glad you liked that little checkpoint room.

There are no plans for male main character in this game, sadly.

Smooth jazz just plays the jazz music in the cinema and for woof. Fisky = no clothes.

This should be fixed in the new update.

Yeah, this has been a problem way early when it came to mac. No real solution at the moment.

Although, what could be done in the meantime is adding a readme tutorial file on how to get the game running.

Yep!

There is no saving yet in the game. There are plans for it though!

There's actually a new dev log! Though, it compares from 0.1.0 to 0.2.0, so if you played 0.1.9, then there's not much aside from behind-the-scenes game systems.

Thank you. I'm not familiar with PS4 controllers on PC, so it's good that you brought that up!

They're found in the DebugRoom. To find Debug, jump over the door where the floor falls.

The new 0.2.0a update should allow the F1 key to be used.

Hm. Okay. I'll just make F1 as another way to open the console.

Nope. NPC.

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Thank you! Most of these should be fixed in 0.2.0, except for the clothes pickup, the weird restart and mags. Even the camera speed is slowed.

(Restart and mag bugs fixed now, but not in the 0.2.0 update.)

The button for console is `. VM linux seems to work fine for DiBS 0.2.0.

I'm still finding a solution for just barely missing a ledge + small steps. One solution actually had a bug where items were treated as ledges, so that was weird. Still finding.

Once again, thank you!

Nope. No android, unfortunately.

Unfortunately not. There is this guy though.

Just jump over the floor that breaks and you'll see the debug room

Woah. This is a long one.

 - Yeah, it's weird. I'm not sure why it attracts "Not a Furry" people, but I'll take it. 

 - I also found the camera switching jarring. I've tested up and down aiming early on, but it still felt weird / introduces new bugs (like seeing out-of-map areas), but I'll see what I can do. If it doesn't work out, expect the camera to be the same.
--- I agree the camera becomes a problem when stairs are involved. Don't know how to solve it currently.

 - Her idle pose was actually the very first drawing of her. It was initially for reference, but then it stuck. Also, a shiver animation would take dev time from other mechanics, but it's still cool.

 - Yeah, "flying off stairs" is weird. Still, I'd prefer making content than fiddle with physics.

 - Grapple minigame does need a bit of a rework. Not sure when though.

 - I do feel the jump needs to be higher, but I don't know by how much without trivializing gameplay. Will need to test it, 
 --- (or let players set the jump height and run a poll on which is best.)

 - "Shoot the flickering light" is a cool idea. Added.

 - Yeah, I don't plan on having intricate levels. The gameplay demands your attention on the flashlight, so I'm fine with more corridor-y levels.

- I actually like the idea of Koubold being docile. Will think about that.

> Moxie rendering against the map is inconsistent.
 - An engine limitation, unfortunately. I have to find and patch these manually. Thanks for mentioning, though. These walls are patched now. (If you see an unpatched wall, assume I don't know about it. I'll patch it once I know.)

 - Fixed the railing having collision. 

 - The stair railings being too short is for gameplay. It's annoying to see what's behind the railing at a glance. Still, I'll test it out to see if it's worth increasing.

 - Added many of the bugs into the buglist.

Seriously, thank you for your impressions, ideas, and bugs. This is all super valuable, and a few are now in the game.

The new update actually added an in-game console, so lucky you! There are only a few commands, but ammo, clothes, full gallery and reset gallery are there.

Will work on seeing if the other commands could be added.

There is one that has four tentacles, and it's a double+anal animation.

Thank you! There is a Discord with a suggestions channel.

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Thank you. Fixed up a new build that'll hopefully work, but since I have no Mac, I can't be sure. 

(Removed link)

If this one works, I'll replace the itch mac version and remove the link above.

Oh, it's using the Godot engine.

Thank you for the feedback!

 - Agreed on the grapple mechanic. I plan on overhauling it a fair bit later on. If you have suggestions for it, I'd love to hear it!

 - There has been a few requests for harder difficulty, and I'm still deciding if it's viable. 

 - No jumping is a neat idea. Maybe jumping leads to stamina drain? Although, I worry that the levels where you jump often will become annoying to traverse.

 - Oh, and there was an idea for taller enemies, but that hasn't won any of the patron/discord votes, so there he stays in the cutting room void.

Anyway, am glad you enjoyed the game!

I love the idea of randomized placement. Unfortunately, with the way the game is structured, I don't think this can be added anytime soon. Although, I will consider this for the next game.

Still, glad you enjoyed it! (Also somewhat surprised you found the debug room if it's your first time playing.)

Thank you! Real glad you enjoyed the game.

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- Oh, they aren't supposed to attack (unless you shoot the head).

 - Yep, but not specifically from Evil Within.