I must have missed it.
As a gamedev (Unity programmer) I understand it's a lot of work for a single person (+artists).
I was a bit surprised by the sheer amount of naughtiness that's in the game :D
(and, I love it! :P )
Alessandro "NeatWolf" Salvati
Recent community posts
I must have missed it.
Hey Hyao, the storytelling is great!
There are a couple of issues about disappearing characters in some fights, but what worries me most is: is the game completely silent?
I played plenty of other games with the same engine with no problems - and I also see there are sound/music/mute settings.
Have you got any idea on how to solve that (unless it's intended?)
I noticed some subtle purple tint on some teleports but... it's a bit too much of a puzzle to be at the beginning of the game, maybe? :P
I've been stuck there for hours, I was about to completely give up! ^^
I'd love to get the final version but I don't know if I should wait or will be given access to it via Patreon.
I can tell it's still in at a very early stage, but I love your art and style! ^^
Hi there! I was playing the game a few weeks ago, and I basically ended up with 1HP at the very beginning, with no way to progress or heal (there are a few forced battles) - is it possible to advance now? ~<3
Ahem, just curious, asking for a friend... is this NSFW even on Steam?
I mean, can we hope to find some lewd-cough I mean some good hairy situations?
Asking for a friend, really :P
(btw, do you happen to have some assets on the Unity Asset Store as well?)
Would be great getting the OST on Steam as well <3
I loved it!
I've just discovered your profile and game, but it's basically what a bearish D&D player would have loved to play :P
It's... a bit short, but, the pace is perfect. I wish it was longer.
I'm so willing to support (even getting involved in the production) a similar game.
I still haven't checked your profile page or works, but I really hope this game was not one of a kind.
Kudos for creating it. The (niche) community needs more quality content like this.
What? I made it free for over a month but gave no one the rights to redistribute it for free. That's not helping the development at all (I got 1 euro for the development the whole month I left it for free).
Thanks for reporting! I may give it for free if asked, but that is stealing :/
Hi there (last feat req for today, I promise :D )
May I suggesting adding a toggle on the clayxel component to allow every contained primitive to get an initial name which reflects the actual primitive type?
A long list of "ClaySolid XX" isn't as informative as ClayPrim_Cube or ClayPrim_Cyl, for fast reference.
A on-the-fly renaming when changing primitive type would be nice to have as well
Sometimes it's practical to create groups of Clayobjects to move or manipulate together, even inside the same Clayxel.
Is this going to be one of the features available in the non-free version (along with prefab nesting and variants?)
Compute shaders are definitely not so common to be available on mobile.
Yet, I see lots of mobile games benefiting from such clay-ish style.
Is baking to meshes the only way around to make them work on mobile?
What about using particle systems?
Would it be possible to cook calculated shadows (or, even better, AO or colo bleeding) to the point clouds?
Probably it's a bit too early, but that would probably help performance (and shadow quality) a lot :)
Finally it's out 😍
Just curious: is Deluxe 2.0 also going to get more content?
Also: since Deluxe and Upgrade to Deluxe cost the same, is there any reason to get the upgrade instead of a full product?
I mean, is the Deluxe version going to be any different from the deluxe Upgrade version?
Thanks for the update, I was a bit getting worried :D
I believe AssetForge is really a valuable tool, and had I known you could have found useful to have a few extra hands, I'd have just signed an NDA and sent you my CV just to keep the project going :)
With your mind having to take care of so many projects, on a personal note I believe that delegating some work has been the right choice.
I'm looking forward to test the new versions :)
Please maintain some retrocompatibility with the block collection assets! ;)
So far so good, I'm really enjoying how fast it is and how well it handles complex colliders as well!
Everything is fine, until you add Prefabs or nested ones: looks like it requires some extra manual work to have it working :)
Would be useful if you specify where exactly the Deformer component needs to reside: I'm pretty sure it has to be on the same transform that contains a mesh, but some people could assume that it could work like, putting at the base of a complex hierarchy of the base.
It would also useful to know if it works or should work when in Prefab editing mode.
How does it handle instancing? Is it safe to create a prefab with a deformable inside?
Would the deform use the same shared cloned mesh (would be cool if Deformer asked about tweaking the original mesh asset to be marked as read/write, which seems to be an implicit prerequisite) or is it going to create a clone of the mesh even if the deform is "in prefab space"?
Everything is pretty straightforward until you get to some corner case: I'd suggest to work on creating some documentation about it: it's vital when you have to work in teams and is definitely something companies would appreciate to see ;)
This is really an amazing work, thanks for creating it :)
Awww, this is so personal and cute, Hiem!
I dunno if I'd be able to dissect all the things I don't like about my body... and yet being so adorable (and brave in overcoming the discomfort) like you are in this story.
And yeah, it's really really nice to hug a shy and tender teddy bear like yourself ^^
Hehe... awkwaaard ^__^"
A big furry hug to you, keep novels coming!
Definitely fun, I'd lower the difficulty curve right after the beginning just a little bit to let the player grind a little bit.
Occasionally, enemies get stuck inside the walls. Not only on walls, but inside them.
I'd add random speed/damage 5-10 seconds powerups to fill the dead ends. It's really less engaging when you wander cluelessly in the randomly, featureless, generated maps. More "reference decos" would be useful to help the player not to get lost in the latter levels.
I'd add a hint about the general direction (maybe a cone) each time the timer gets to a new "dot". Let's say, as a pulse or VFX that lasts about 1 second. The cone gets more and more precise at each dot At the last one, the cone is a line, and you have at least a general idea of where the portal is.
Also, some of the first weapons are way too tremendously slow but you can't know it until you buy them. You have to guess how good each weapon is just by looking at the shape and name. Which... could be fun, or frustrating, if you get killed because you spent all the credits on a weapon you supposed to be good - but was actually worse than the previous, cheaper, one.
I had fun! :)
Thanks for your review! I read it and there are 2 little issues: it's Windows only (not tested on Linux) and the price is likely to change since it will be soon released on Steam too! http://steamcommunity.com/sharedfiles/filedetails/...
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