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Shodanon

5
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A member registered Feb 19, 2017 · View creator page →

Creator of

Recent community posts

Thanks for playing, my man.

>Maybe it's just because I haven't played a game like Diablo before, but the controls felt clunky to me.

Yeah, I had someone tell me the game doesn't work because they expected WASD controls in third person. But perhaps the first person view was more to your liking?

>I'm not enthused about the art style but it is cohesive and consistent, 

Hearing that it's consisten is actually a great thing to hear!

>Having things like foliage or even the building you're in get in the way of seeing what's around you throws me even more.

Was that an issue in the dungeons? That shader doesn't work quite so well in the town area. but that will be designed so you won't have to look for stuff behind trees and buildings.

Again, thanks a lot for the feedback

I managed to get rid of that Saki girl, incapacitated her and she must have respawned outside of the map. And guess what, it kinda turned into a stealth game. Managed to sneak up on two of the enemies, too bad there isn't a takedown option

Thank you for playing!  Yes, I was informed about this by another player and I fixed the bug. The version currently available for download shouldn't have immortal enemies.

(3 edits)

Love the project, Myeowbro. I'm happy my chill spot hasn't been patched out. And now I can sit on the edge and admire the mayhem.

I don't think making the enemies damage sponges was that good of an idea. I liked mowing  them down in the previous demo. Felt... tactical, I guess? This is especially an issue with the shotty, which is a peashooter now. Maybe at least make headshots do more dmg, like in the previous build?

You should consider making the projectiles actually shoot from the gun muzzle instead of the camera. having the AI smuggo appear behind your character and still shooting her instead of your intended target is surprising.

Hope you'll find time to re-align the weapons with the character models. That pistol is teeny in the waifu's hands. The slide also keeps moving on the pistol. The rig you're using bugs out sometimes and stops aiming up/down which makes it look strange, see:


I do like the new model overall, though the previous one was better imo. Gave off a cool smug operator grill vibe. Those boots were sexier too.

The melee animation is very silly and the takedowns leave you way too vulnerable. You can bug out the movement if you keep mashing q and t at the same time, trying to go from slide/crash to takedown.

I love the slide but keeping both the roll and slide would be much better (hold down crouch to perform the other for example). You might want to consider basing the slide speed/distance on the movement of the character when hitting the button. Now I can keep mashing Q and having the waifu boost around the level with it like Raiden. It also is a one-hit-kill 50% of the time.

Crouch movement is annoyingly slow now compared to the old version. I'm used to having crouch under C so the previous default scheme was perfect for me. 

Auto ammo and smugola cola pickups are a godsend.

Oh, and hold-to-sprint plz

@oDeacon

Thanks for playing! I'm glad you found our game fun. The first thing we'll be implementing in post-jam versions is exactly what you'd like to see: option menus and monster bodies decaying. Keep an eye out for further updates, we hope to make the game way more replayable.