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RM120

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A member registered Dec 10, 2022 · View creator page →

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I like random game, yours is very random in a good way. I was just laughing playing thought the level. Complains? too short lol, hope to see more levels. Keep up the good work!

A really good game, everything it's very polished, I can't complain about anything really, it's basically a game I will play from beginning to end. Well done!

Nice game, I like the controls of the aircraft, I like to go in a straight line and then shut off the rocket to suddenly make a 180 and blast the enemies aircraft. It's  a fun arcade, need more upgrade options of course. Keep up the good work.


Demons are not the danger, YOU ARE THE DANGER!!! play as Angelica Amadeus, a nun with the power of faith and guns. Slay demons at your heart's content on bizarre stages with strange gravity fields to get highscores.

Your goal is to kill as many demons as possible before the timer runs out. You can extend the timer by breaking hourglasses scattered throughout each stage, killing demons quickly starts a combo chain: the higher the combo, the higher the score. Killing demons quickly enough makes the nun enter in "Holy Time"mode, Making her a psychopath, her guns stronger and allowing you gain bonus points during that state.

Here is the gameplay trailer featured on youtube:

*This demo contains two weapons and the first map!!!

https://rm120.itch.io/guns-and-nuns-storming-hell-demo

Have fun!!!

This a new demo version, is more similar to the final demo Steam will have, here are a list of the new features:

- 3 kind of enemies: the small are cowards and the blue ones are more aggressive.

- Secret area in non Euclidean space

- You can walk in the black hole now :)

- Enemies spawn is regulated, the longer you survive the more enemies will appear.

- Finally a result screen, its shows max combo, max demons killed and you score

- Added mouse invert option

- New controls remapped: shift allow you a dash and G let you twoh the Holy hand grenade

- Holy hand grenades "charm" nearby demons, so now the effectines is better

- A counter with the amount of hourglasses in the map is in top of the screen

- A counter telling you how many bombs you have is now in the bottom of the screen 

- Max life increased to 150

- A bug making demons accumulate force while the game ispaused was fixed.

That's all, have fun, this is my personal record: 3.602.386 


 

from what I played, I like the controls. Making a path and aiming the tank with only the mouse is very fun. Keep up the good work, this project is a solid one.

I like the game but I think the bat swing should be automatic, something like press the attack button and then spin around, otherwise, I as a player I will just spin the mouse's cursor a get the same effect. And I found a bug in the 3rd level, after being hurt by an  explosion, I lost the hat and was behind a wall, unreachable.

Also, I think you should try to make the enemies attack more visually readable, many times I got hit and I was like "Hey, what hit me".

Good demo, it have potential, cute character too, I will not be surprised if the game sell just because of the violent bunny. Keep up the good work.

Nice art, it looks like something I would have played on the snes and the music is nice and fits well. I think some enemies have to much life for what they are, for example: the bats, they should die in one hit and only be a danger in swarms or when strategically placed to interfere with the player. The bandits are quite tankier considering they dont look more stronger than the bunnies, or least, that's my opinion.

Overall, it's a nice demo, keep up the good work.

GUNS AND NUNS BETA 0.2 

- Added custom gravity system 

- Updated Map with new visuals

- Added mouse sensitivity option

- Updated AI of enemies  to work with the gravity

- Optimize the code to do the heavy calculations with multithreading (Unity Jobs System)

- Updated the golden deser eagles aka "Requiem" with a new 3D model

- Requiem now have explosives bullets when Angelica enters in Holy Time

- The shotgun aka "Lady Mary" now shoot pellets in a cone in front of the player

- Lady Mary increase the number of pellets when Angelica enters in Holy Time Mode, she also increase the firerate by 50%

- Fixed visual bugs related to the particle system for the blood.

Good concept, i like games about resource management and this is going in the right direction because  it have charm, I mean, why everybody is selling arms and legs?, no wonder why he wanna retire.

I would say that go full Diablo style equipment, make the bodyguards have helmet, weapons, rings, boots, belt. So the game become about trading in dangerous places, and for that, you keep upgrading your bodyguards.

I like the shopkeepers having  face portrait and animations, I think in the future you should make a unique shopkeeper per city, that will give more identity to each of them.

Keep the good work

I beat the 3 fights and I must say the biggest appeal of the game is the artstyle because is very charming, obviously is lacking more VFX like in Darkest Dungeon but I know the game is in a very early state so that's expected. One thing that feels weird to me was the music: in the intro/main menu the music give a sense of adventure/fantasy but the one in the combat sounds... electronic/techno. Because of the game artstyle and setting, I think orchestrated music would fit better and depending on what you want the player to feel you can go for different styles:

- Want the player feel stressed? use music similar to Darkest Dungeon/Diablo 1-2

- Want the player feel a epic battle? go for music like in the old Final Fantasy games or Golden Sun

That's just my opinion, also I found a bug in the screen where you can read about the characters, the rogue do not display correctly the portrait.

In conclusion, a promising game with a charming artstyle, keep working in the game and I sure you will reach success. Keep up the good work!

I like anime, I like Sekiro, I like this game, keep polishing the game and adding more bosses and it will be more fun.

Something I wanna note about the gameplay is that I think you have to tweak the kick's power, I beat this bosses by kicks not katana. Kicks are very spawnable and most of time interrupt the boss attacks, just for you to know

Keep up the good work.

Looks interesting, playing golf with a shotgun is fun, but for me, having to deal with random enemies, durability and stress it's not fun.  Personally, I will focus on making more golfs courses with many gimmicks, the guy with golf head will be cool if he is some kind eldritch entity forcing you to play his game, but this are all just mine opinions.

But anyways, the game have potential and it's looking good, I didn't find any visual bugs and run just fine in my pc, keep up the good work.

What can I say?  your game is right now very polished and clean: ui, portraits, presentation, music, everything is very nice. Make sure to do marketing right and your game will be one those with overwhelmingly positive rating on Steam. Keep up the good work.

Also, take a Camilla drawing:


"Post-Void-like" I discover that type of subgenre of FPS in the last steamfest because I tried TAMASHIKA and I was like "yeah, don't like it, not doing that kind of game", and devil daggers, I played it and I find it quite fun but repetitive.  The game for me feels like a "minigame that belongs to a bigger game".

"The minigun appears to be in a class of its own, is it meant to be the easiest difficulty?"

In the final game, you start with only the handguns "Requeim", by doing good scores in the maps you will keep unlocking other maps and weapons, something like this:

First Stage: Palace of Pride

- Get a score of 100.000 you unlock the next map "Sea of Greed".

-  Get a score of 200.000 you unlock Lady Mary (the shotgun).

So there's gonna be a simple progression system of unlocking maps and weapons. The vulkan cannon (or minigun) is gonna be one of the final weapons the player can unlock in the hardest maps, it's intended to be and OP weapon.

I found 10 goals, beat the boss and I had fun in the place with lava. Very solid gameplay, there are some bugs like: when you are in a moving platform, is the movement it's upward, jumps can glitch/cancel themself.

 By the way, I was always curious from the webms if a 2D head really worked well with a 3D body, now that I played the game  myself for the first time I see that it works well because you made many angles to those faces, that's nice. I saw there is a NPC  inside the windmill, are you gonna make the same for them? (2D faces with 3D bodies)

Anyways, good demo, keep the good work.

I played the game again, and this what I did:

- New game

- Hard

-Casual

I never died, when I reach this cutscene at level 5, nothing happen, I press all buttons and they do nothing, but the music still plays in the background.

I put beta because... it's not 1.0? should I call it alpha? well... I don't know lol, I think I will just keep saying beta until the launch version which will be the 1.0 version.

The sizes of the weapons is defility something I will change, as I keep adding weapons I will tweak the scale of all of them to make it consistent.

It's cool you notice the latin letters around the portrait, the words come from the Mozart Requiem (the full masterpiece is around one hour long), it's one of my favorite classical  music and have many parts like Dies Irae(probably the most popular one) and Lacrimosa (the last musical composition written by Mozart before his death), but from all the requiem's parts, my favorite is Domine Jesu Christe, and it's from that one I got the the words. I have plan of incorporate more decoration with latin sentences extracted from Mozart's requiem and I will make a rock version of Domine Jesu for the last level. I already know what kind of last level I will make but it will be a surprise.

I am glad you liked the game so far and I am taking into account all your suggestions, thank you for playing my demo.

Yes I will buff the shotgun, I don't want any weapon weapon feeling weak, my vision is making the demons trying to survive the player not the player surviving the demons, that's why the game is more focused on score and not in ammo management/reload. I will work later about the enemy spawn, I wanna make them styleish, like a portal opens and the enemy appear, I will see.

Glad you liked the character and thank you for playing the demo.

I was playing the game on Hard and when I reach this cutscene the game freeze (only the music keep playing in the background)

I played the First Level and the second one, and I think you have to rebalance the weapons or change the enemies AI, because ,from all the weapons, I only used the handgun and it stuns the enemies very easily, I can take the handgun, walk in front a enemy and shoot it in the face and he will not do anything because it's stunlocked, this makes enemies really easy to deal with. The only enemy that made some damage are the dogs because they are fast and don't get stun. Also it's fairly easy to outrange the bad guys to the point that, you shoot at them but they only keep walking at you trying to get in range to shoot at you.  The guy with flamethrower is slow and easy to outrange too. In the current state, the game is very easy by exploiting  this weakness.

As final conclusion, I think you should tweak the enemias range and walk speed to make then more of a threat, and maybe reduce the stun of enemies.

Controls:

WASD ----------------------- Move Around

Left click -------------------- Shoot Bullets

Right Click ------------------ Dash

Spacebar ------------------- Jump

Shift ------------------------ Holy Bomb

P/Enter/Esc----------------- Pause the game

Well this will be my third game, my vision is making a game where you can slay demons while you get the clocks around the map, basically like the mercenaries minigame from RE but instead of you surviving the monsters, the demons are trying to survive YOU.

There is only one enemy, one map and four weapons, if you have ideas for new enemies I am all ears. Future maps will be related to each of the capital sins, and each will have they own BGM/Ost.


As other players pointed out, around the 9000 points the game just crash. The game feels fun, it just need more defined "game rules", I only played it once and reach 9731 score but I am not sure what are the lose condition, I saw the health bar but never saw anything dangerous that make it go down.

This is a good prototype and I believe it have really good potential.

Currently I'm working on new enemies and variations for the current ones.  Thank you for playing the game!!! I'm glad you like it.

Yes, that one is the correct link. I watch all the gameplay and I agree on adding more enemies, I will be working on that. About the difficulty of the game, that is a really tricky one to balance, I myself found the game extremely easy, in my eyes it doesn't have too much challenge, but when I see somebody on Youtube play my game, I realize that first time experiences may be really different.

For example, one guy played the game, and lose the round with Luna but then he tried Zelvy and win with the bombs, and the funny part is that he saw Zelvy's second skill (the spinning and throwing  bombs) and he said it's kind of weak because why the player want to throw the bombs away. Meanwhile another person play with Zelvy and figured out that maxim bombs will allow him to "spin to win". 

So my plan is making the first difficulty kind of easy and then the others options will be way harder, so they can have a reason to buy upgrades and rings upgrades which I will add on the EA.

Thank you for playing the demo, was fun hearing all the comments and reactions from the group.

Xp gain is always strong in this games, when I play VS I always pick it. I will experiment a little with an idea I have to see how I can balance it more. Thank you for playing the demo!!!

Thank you, I'm working on more enemies for the game, also... the link of the video is for an old version of the game (0.3 alpha) :D 

Thank you for testing the game!!! and yes, adding critical effects it's something I'm working to do. 

This is the current steam Demo which features:

  • 2 characters with their own skill set (Luna and Zelvy).
  • 16 general skills: 3 physical, 3 fire, 3 Ice, 3 electric and 4 summons.
  • 1 map with 8 enemies and 1 boss.

All feedback is always welcome, but right now I am mostly looking for opinions on the difficulty curve, is the game  too hard or not, do you feel the powers/characters are strong or weak.  

Ok, I beat the level 11, and for me it was a good level, I had to think and try 3 times to beat it, I liked the mechanic of the new yellow toad. Level 11 as for right now, it's a good level difficulty wise. 

Thank you for drawing, I liked it.

And you are right , I will add sound sliders and polish that option menu once and for all.

Hello, I played 8 levels from the test section, the new fairy is very cute, I think she will be my favorite one. Also I found funny that if you poke her too much she explodes. The levels where fun and the more fairies you put, more complex the levels become, which is good, because it force the player too think more.  If is there any specific level you want me to test just tell me and I will do it later. Keep the good work!

I played the game, I found a bug with the fullscreen option in the menu, if you hover your mouse over the letters it will toggle on/off the fullscreen. From the 4 levels, I only beat the tutorial, the physics  in the game goes against what my mind feel "it should be", movement is too floaty and the lack of precision playing it with keyboard made the levels harder for me. For example, I was playing the 4th level, the large climb, those narrow paths are annoying with keyboard, so I started using the stick of the gamepad and it was more fun, but still hard, no room for error. I think you should make more easy levels at the beginning, so the player can familiarize with the physics, mechanics and how to deal with the enemies, speaking of enemies,  I think an in-game tutorial of how to deal with the enemies  would be nice for new players, otherwise they can become frustrated and just drop the game.

Everything else is very nice, UI, aesthetics, music, cute girl.... I like all of that, you really made those appealing, specially for those looking for a retro style game. I see future in this game, but it need more polishing in the gameplay aspect of it. Keep the good work!!!

I made a new character, this time using slow spell to keep distance and dispatch enemies. I remember beating a big knight guarding a chest with that spell. I played until I hit a power spike on the enemies, in the level with chimeras.

Didn't saw any bug... but I find a cheat?, the merchant who give stuff in exchange of silver skulls, can reroll the store by reducing your mana 2 points. Well if you save before that reroll, you can savescum until you obtain something good. Old games worked like that but I don't if want that, so I report it.

The game is fun, I liked the capes and the new models of the enemies. You really nailed the Diablo 1-2 style. If someone miss playing those game they gonna love yours.

Also, nice new enemy, she was powerful and fast  and killed me the first time I met her, and of course.... she steal my heart :3 

I beat the boss, I first tried a character with a sword, and it feel slow, then I tried the one with foam attack/spray, and manage to beat the game, fairly easy. The upgrade don't feel strong, and didn't care too much about them later on because the main attack was strong  enough.

At the end, I choose the green gem.... because I like green....

On the technical stuff, I noticed this is Unity which I use too, and I saw some "jittering" with  your character movement. That's not normal, it should be smooth, and if not that way, then something is wrong. In my experienced it can be some of the following:

- Using the wrong interpolation method in your Rigidbody component 

-Using "transform.position" to move the player instead of using rigidbody's velocity variable.

-Using Update() instead of FixedUpdate()

Also, let the player aim with the mouse.


Version alpha 0.0.8:

New map prototype: you can chose it in the new map menu.

All character have a more info section with descriptions of them and basic stat display.

New weapon: Spiked Balls, they bounce around and deal damage when hitting the ground.

Added a bomb count display to Zelvy, removed the kick, and now the bombs explode in 8 directions.

Luna had a mini rework, now she can use the 3 main elements: fire, ice and electricity, change the spell with the right mouse button.

Game rounds increased to 15 minutes, enemies speed and size can change with the new code I made.

I added Luck, and for now, it does nothing, sorry.

MoonIce now scale with bullet amount.

Bug of Selene that changed her aura while in level up menu has been fixed.

If players goes far from the center of the map, they get teleported back to the center.

Thank you for the feedback, showing the power ups on screen is a planned feature I will implement in the future, about the pointing arrow, I will see how to make it more visible.   I'm glad you liked the gameplay so far.

Thank you for playing the demo, is good to see opinions on the characters gameplay, to be sincere, I'm taking a risk here, other games inspired in the Vampire Survivors have a lot of characters but all are the same at the core, in some cases, just a sprite swap with different stats. Here I'm trying to make characters really different from each other, like a MOBA. I expect players liking one character more than the rest and only playing with the other ones for achievements and unlock stuff. About the cyclops, she is gonna the classic VS style gameplay, and I'm doing it like that because some people want a character that do everything automic without input, and she is perfect for filling that role. About the blonde, I will tweak the effects so people know when she is burning herself.

Thank you for the bug report, I will look on that.