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Mr Sheriffen

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A member registered Feb 07, 2025 · View creator page →

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Thanks for the quick reply!
I'm just gonna throw a picture showing my node setup for the material, that might explain the set up better than I ever could.



Based on this, is it possible to still use FlatPixel? Understandable if not but it would be a shame, it's a really neat program! :)

Really neat tool, I could most likely use it for my project. I have an issue though and if it's not possible I entirely understand. But is there a way to import a model without it having a UV map and it not being completely white? I currently create my model and then split individual elements up, before using materials and shaders to give them a cell shaded look. Hence not having to paint UV maps myself at all. But because of that I can't bake the texture to the gltf file.

Thanks in advance!

Ah okay thanks for the feedback!

So points 1 and 2 are intentional. It's supposed to be a matter of "do I attack now and risk taking damage as I will be locked into an animation?" sort of thing.

Your third point sounds like an oversight though! I will have to look into it and the game is far from finished so I expect the balancing to be a bit off. but I still want it to feel natural at least!

Hey! Apart from friends sharing their screens on discord, this is genuinely the first time I see someone make a video about the game. So that's pretty awesome!

Constantly working on the controls to get them to feel both good and fair. So any feedback on it is highly encouraged! :)

Thanks for playing!


I probably should keep them from going there, the other option would be them dying to spikes, but the player wouldn't know that had occurred so they would just find a pile of coins instead. 

Still working on the animations for it, but figured I'd give you a ping to let you know that you are now allowed to aim freely in 360 degrees!

Some cool ideas in here for sure!
I have two pointers, during "pick a starter" if you hover over the text "PICK" on the card, it's as if you weren't hovering over it at all.

Also the map screen is a bit weird to me that it scrolls in the way it does, I would like to see either an option to left click and drag yourself across the screen or have a bar at the bottom that you can drag.

Neat game! :)

Haha! Thanks for checking out this little prototype of mine, so far I don't have a death screen implemented so you are unfortunately immortal, you reminded me that it should be on the upcoming features part!

As for the ranged attacks, I'm still debating on how to handle them fully, personally it felt weird to give the player complete control of the aiming (as mouse aiming is far easier than controller aiming). So I settled at least for now on some "soft" aim assist. But if you have any pointers or ideas about how they should be handled, that is more than welcome!