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PixelMetalWolf

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A member registered Aug 01, 2019 · View creator page →

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Thank you i’m glad you liked it ^^

Thanks for giving my game a go GenyaDev :)

Yeah i didn’t have much time to pull off the level of polish i would have hoped during jam time so this one has a lot of shortcomings, so that’s why i didn’t manage to make a tutorial as well :(

The movement speed was somewhat of a compromise to avoid allowing players to reach some areas where you could go out of bounds but agreed that it should have been a bit faster considering the map size.

Glad you liked the gunplay still ^^

Thanks for giving the game a shot PakhurMD, glad you’ve liked the arsenal as well ^^ Yeah the maps ended up being a bit of a mess because of both time and issues i encountered with the navigation system for the enemies which limited level design possibilities :(

That is one hell of an impressive entry :O

The fact that this also uses procedural generation for the map is even more impressive, the sense of scale is incredible, i tried out a seed of 42000 just for fun and while i didn’t come across a lot of combat or dungeons it was quite a ride just to wander around such a huge map

Even took a snapshot of the view :p

This can turn out to be quite a cool rpg in the long run with the inventory and all.

the only tiny nitpick i had while playing this is that the walking speed seems a bit slow to go around such a large environment but then again small nitpick considering what’s on offer here ^^

You did an awesome job :)

(small sidenote : in the windows download version the executable is mising its extention and has to be added manually before it can be launched)

Thanks a lot for your comment ! Really happy that you’ve enjoyed the game :D

Yeah granted the level design’s not the best, i was a bit limited by both the time i had to work on this and the way the pathfinding works in Godot, where i still don’t fully get all the ins and outs of it. So to avoid navigation errors from the AI i had to keep things somewhat simple, but i tried to have at least a bit of verticality to make it less boring, since this is 3D afterall :p

Though i’m glad that in a way the somewhat small scale of the levels kept the hunt for the last demons on a map less tedious than it would have been on larger ones XD

Cool mix of action and puzzle mechanics, the magnet system is pretty cool.

Also liked the level’s scale, that junkyard is huge O_o

Overall solid game and i had fun trying this one out ^^

Fun little survival shooter with a cool theme, upping the killcount to get your place in hell è_é \m/

difficulty wise it’s a bit on the hard side,since the enemies make no sound you tend to get too much damage by sneaky ones spawning behind :/

Other than that it’s a neat entry, i like the spritework and the flames all around the arena, plus the soundtrack is awesome.

Good job :)

Really cool wolfenstein style game, i like the mix of pixel art and more HD style lighting.

The pistol is also pretty satisfying to use with that smooth animation. my only nitpick is that the mouse sensitivity feels a bit high but other than that it was fun to play

Well done :)

Thanks HugBug, glad you liked it that much XD

The game runs on Godot 3.5, though i think it also loads so fast cause it’s very lighweight, so this might help with performance a bit ^^

Freaking awesome !

This was like goldeneye meets half life in all the best ways and it was super fun to play through, The model and texture work is really great, the dynamic soundtrack is stellar, really good stuff all around.

My only gripe is the difficulty spike of the giant amoebas section, once you get the hang of what to do it is possible but it is an absolute death sentence on a first playthrough.

Other than that really cool game, congrats to all of the team !

Really cool tiny metroidvania game, its nice to see your steammech design return in a new gameplay context.

The jumping and shooting are really satisfying and i like the upgrades progression. The enemy sprites have cool designs considering how few pixels they use :o

My only issue with the game is the 1hit death system, it’s kind of frustrating to go all the way back when you can die so quickly, i think having a few health upgrades to add a few hp could be a nice feature.

But overall it’s a fun byte sized adventure, well done ^^

Dodged a similar bullet when making an fps jam a while back, but i got less creative and went with the blue cross approach.

Really cool to make a post about the issue though :) so that people can avoid the trouble.

Yeah the game’s in a bit of a rough state, jams be jams. I was trying a bunch of new stuff when i did this one so i might have gone a bit overboard with the enemy respawn rate, wonky walljump and rapid saber slash. Hopefully i’ve improved a bit on my newer stuff, even if i still make a bit confusing level designs :p

Glad you still liked it though, thanks for trying it out and leaving a comment :)

Yup, complete with Gunz :p

From what i played it seemed to happen only with turrets, so no worries no softlock ^^

Cool that you got to team up with some artists for new assets :)

The new UI looks really cool, both in theming and layout.

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Awesome new additions, the rarity weapon system is really cool :D

Small bug i encountered

There seems to be a bit of weirdness with the enemy spawn at times, i had a few turrets spawn inside containers

But yeah other than that i think it can only get better from here compared to the original jam version, you guys keep up the good work :)

Haha yeah it is a bit OP especially with the slight firerate buff :p

The overheat mechanic seems like a good idea, i’ll have to see if i can implement one without having to fully redo my weapon system though.

Well it is pretty OP but i guess it’s kind of a waste that i put it at the very end of the level so i could put it elsewhere why not :)

Well more levels without changes to the mission structure is feasable, so i could try to make a couple more and maybe try out some ideas i had but couldn’t do in time for the jam XD

“funneling the player into different locations” Do you mean some less open type of levels ? or maybe maps that have some sort of different routes to reach an area in particular ?

Cool ! Hope you liked some of the changes compared to the jam version.

Well i was thinking about trying a few other maps with different objectives other than just the destructible targets, like i said i’m gonna keep the scope somewhat small ^^

Oh i see, i tried rocketing and keeping my distance cause of the damage they deal.

Good idea it could be cool to have the tutorial mention all the new mechanics to avoid confusion :p

Cool update, and the destructible walls are a nice addition.

The electric towers are a bit OP though they drain your hp really fast and i tried on medium difficulty.

But keep up the good work :)

It seems like it, especially if you got more feedback from other people as well :)

A rarity system could be nice to have a bit more variety for sure, but i already like the cards system as it is cause they can be really good boosts to progression compared to the stat points, when i tested i got a railgun which was super handy with the pierce stat upgrades :p

Yeah i suppose the upgrades not working properly could be cause of the save issue but i just gave a heads up in case this was a bug in hope this would help. Cause yah like you said when working on your own game since you know the ins and outs about it you can sometimes not encounter bugs that a regular player could stumble into, thus the importance of feedback XD

But yeah cool progress so far from what i’ve tested / you’ve shown in the logs, and that new UI from the screen looks really nice. Also cool that you plan a campaign mode instead of just the endless mode ^^

Got some time to test the current latest build, i like the new xp system, it seems a lot less tedious to level up. I think the enemies should be a bit slower though cause i had quite a hard time not getting overwhelmed especially when starting out with no upgrades to the movement speed.

The new upgrade with some side options to choose is really cool ^^ i like how you can also get upgrades to the peircing factor of the weapons and not just the damage, this is really helpful for large groups.

From what i tested there seems to be still a few bugs with saved progression and the upgrades menu (the one on the main menu, not the one that pops up at level ups) where some upgrades you clic spend your kaiju bounty points but don’t level up the selected stat, and sometimes these boosts don’t seem to apply when you get back to gameplay (not sure if these are bugs, or just not yet implemented, so i just gave a heads up in case)

Keep up the good work :)

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Welp like i said you got a LOT planned XD but cool that you managed to get so much done.

I know the feel about some features especially when you have to deal with engine specific quirks, i know i’ve had encountered a few when working on my entry, even lately on a recent update :p

But luckilly since you’re on Unity you’ve probably got a lot of resources for help since the engine’s been around for a while.

Haha :D well i just threw that out there cause you already have a mutator system in place so why not have some humorous ones in the mix, kinda like what they did on some old games with the “joke” codes like big headed models etc…

The one i tried still had cubes mostly green or yellow so it was hard to determine what powerups were which.For model changes the ones you screened here seem fine but it’s gonna be a tough balancing act, cause it would be cool to have some that fit the mech theme for sure, but i’d say since the game is from a topdown perspective with the camera quite far above it could be good to have these simple stylized ones for readability, but just your game your decision XD i’d say if you get different feedback from more people this could let you decide better.

I saw the upgrades section in the menu but had zero points so i couldn’t see what it was all about. I think i clocked up something like a 15 min survival session but the xp progression got a bit slow at that point cause the enemies were getting a bit tanky, but this could be eliviated once you add the temporary boosts like the xp one you mentionned in the log.

But yep your game’s getting there ^^ hope you get more feedback from people to help you with updates cause it’s allways better to have more opinions than one.

Keep up the good work and i wish you luck with your game !

edit : just saw it after posting this, but cool new cover art as well XD

Hey StusseGames. You’ve got quite an extended list of features planned it seems :o

Tried out v 0.4.0 and i like the new magnet powerup when i got it, though with them all being cubes it’s hard to tell which one you’re gonna get at the moment (i assume the models you show on the devlog screens aren’t implemented yet)

The chicken placeholder models while you rework the enemies are fun though, you could almost keep them to add as a mutator option to your list later on :p

Local build is cool, it seems to perform a bit better, though i can’t really be the best to judge since i’ve got potato grade hardware anyway ^^’

Sound can still be quite loud at times when there’s a lot of enemies around, and i think having a quit button for the local build would be cool to not have to just alt+f4 out of the game

Other than that still cool with these top tier designs and UT tier music :D

No problem :)

I allways try to go a bit in detail cause that’s what jams are all about when giving feedback ^^

Cool that you’ve had post jam updates, i’ll check the standalone out.

Thanks a lot ! Glad you like the retro look :D

Haha well i’m happy 1st person mode turned out so well cause it’s just a second camera put onto the model, it is that simple XD I figured when experimenting that the weapon models didn’t look too bad up close even if a little chunky so why not have a sort of cockpit view so the players could feel even more like they’re piloting the mech.

Yeah the “Target” arrows were supposed to help with navigation unfortunately since i couldn’t find a way to adjust draw distnce for individual render layers they ended up a bit useless since they weren’t visible untill the draw distance showed the model as well so if i get time for post jam work i’ll have to see how i could make that better :/

Same here if i get the time, the movement will have some adjustments especially since it’s been the no 1 issue people had, and funnily enough, imagine that at some point movement was even slower :p

but yeah a little bit of extra speed wouldn’t hurt and i think i could have this while keeping the heavy feeling, afterall in terms of scale while they’re supposed to be big bulky machines they’re not gigantic if you compare with some buildings XD

Thanks glad you liked the weapons :)

It was a bit of a risky bet but i tried it for fun cause it didn’t take that much work since it’s not a true dedicated FPS mode just a second camera slapped onto the model at an angle that would be convincing for what the pilots would see through the interface XD

Thanks a lot ! Glad you’ve enjoyed it ^_^

Yep i’ve tried since i started jamming to try and have my games feel like there’s a reachable end even if it’s short, and it was a hard goal to reach for 3D but i’m glad i was able to make something you thought felt complete ^^

Happy that you liked the characters and weapon selection, as well as the artstyle in general.

One of the goals i set myself this time was to have a tutorial of sorts cause i’ve noticed sometimes people got a bit lost with either controls or goals in past entries so i figured this would help, and when i managed to make a level select system i decided to have it optionnal so that people who wanted to just jump into the action could do so :p

Nah it’s not you, the weapon balance is all over the place and the bullet spread is a bit too crazy, this made most weapons a bit more short range than i expected them to be with exeption of the Sniper, Laser, Beam, and Rocket launcher cause they have 0 spread.

No worries, like i said it was a cool mini campaign ^^

Yeah i know the feel, sometimes some features for some reason you go “ok that’s gonna be a future me problem” and once you reach that point… haha but yeah planning something and not having the time to put it in a jam context is fine.

Also fine for the last mission, i just pointed it out in case it was an unexpected bug or something, cause you never know you sometimes get surprises with exports XD

Cool that you kept it :)

Haha would have been funny to have the mouth made sfx though it would have clashed with the tone of the game XD

Yeah but i feel that this is mostly an Unreal problem than the devs that use it, so don’t feel bad about it.

:O dang and i thought it was rough making 3 levels in time, you made 20 in 3 days even more impressive then :p

but yeah progression was fine, and there’s a good hook with the mechanics ^^