Itch will judge
Shot out games
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Good stuff. There was a bug in one build where the stop distance was set to zero instead of varying distances. It was super frustrating having them glued to the player. Instead they stay back some giving opportunities but other than that the rest of the suggestions would be great additions. Not sure it's worth the time anymore though but still useful eventually.
Nice twist idea. Really could work but needs some kind of balance to make you actually think it through. I expected the farmer to make moves too that you had to sort of counter. Also really wished it didn't go to a whole new screen every time you make a move. The graphics aren't exactly pretty but the art style really works anyway. I would like to see a more refined version down the road
This games not fair. haha. Way beyond just a "jam game". I will be following this. Wishlist on steam. I am enjoying the demo. The 6DOF sets it apart from most games. It can be quirky and needs some balancing but it is worth riding that at much as possible. Looks great too. Any dev logs on this? Curious about it's development so far. (Never mind just found the TWITCH streams)
portal with a monkey. me like. I found it easy to grasp. Still playing. needs some fixes tweaks. I managed to beat one level by pushing my shaky monkey up the ladder with a mouse. huh? puzzle design is pretty good. How many levels? still playing. Nice graphics and sound. The UI is so clever. Really cool how it fits with the game page.
portal with a monkey. me like. I found it easy to grasp. Still playing. needs some fixes tweaks. I managed to beat one level by pushing my shaky monkey up the ladder with a mouse. huh? puzzle design is pretty good. How many levels? still playing. Nice graphics and sound. The UI is so clever. Really cool how it fits with the game page.
Haha. Did you like anything? Nah great questions and feedback. This game is definitely a work in progress. Just not sure if it's worth the work. It is currently just the two levels. So yeah to the controls are more like placeholders but they still have uses. Level two the enemies are definitely too fast. They also have a chase range that is too high. Level two however if you get enough distance from all the ENEMIES (yes difficult) you then become the shooter and the enemies shoot on there own. Hence the strafe. Yes the punching is meant to get you out of a crowd but doesn't work the way I expected. The combat is meant to be improved and used in different levels with different mechanics.
The camera is really just in case players prefer to zoom out more or more of a third person view as examples. Especially in future levels where it might be more useful. Ideally players are fine with the default and don't bother.
With some timing you can avoid ammo by jumping. Pressing jump immediately after firing works fairly well.
The music and audio is more filler and doesn't really fit the mood all that well. Currently just started working with DAW to learn to create my own tunes and then slapping them on to games as background.
The performance is shaky because I am using Unity DOTS that technically doesn't support webgl. So had to do some creative but inefficient work arounds just to get the game to work at all.
Thanks again for playing and for the impressive feedback.
Thanks for the feedback. The idea is you really can't avoid the bullets so you find a safe area where the enemies will shoot each other instead, but yeah it shouldn't be near impossible either to avoid the shots as it seems now. I tweaked it. As for the buttons most are extra. You can beat the fame with moving around and "shooting"
Thanks for playing and the excellent feedback and suggestions.
The camera shouldn't rotate unless you use the arrow keys? I'll check.
The punching is more of a last resort. You get few points and little damage. It's just there as a backup plan currently. Needs to be balanced. One way it works well is to be aggressive and go after the enemy. They will be more defensive and try and evade instead of countering.
Yeah, the physics needs tweaking because it is all purpose code right now, meant to work for 2d/3d or even third person / FPS.
Jumping felt weird, yes. I tweaked the jumping. Little better
Uniquely eerily fun. It's not a game but it's fun like a game should be. Huh? Of course some of the "dialogue" caused a reaction I wasn't looking for when heard by others. Oops. You could probably make the rock come back down when you let go and then QTE to get it going up again. Also voice changes to reflect how tired or something
Love the concept and the mood and an awesome idea. You can see you put a lot in. The whole vampire storyline is really something that could work. It needs some more mechanics to work as a full blown game in the end but you are on the right track. The sounds were so fitting. The level and graphics worked ok but needs to be more in line with the world you are creating to take the mood to a new level. Promising
Love the concept and the mood. You can see you put a lot in. The whole vampire storyline is really something that could work. It needs some more mechanics to work as a full blown game in the end but you are on the right track. The sounds were so fitting. The level and graphics worked ok but needs to be more in line with the world you are creating to take the mood to a new level. Promising
Love the concept and the mood. You can see you put a lot in. The whole vampire storyline is really something that could work. It needs some more mechanics to work as a full blown game in the end but you are on the right track. The sounds were so fitting. The level and graphics worked ok but needs to be more in line with the world you are creating to take the mood to a new level. Promising
This is really good. The controls are definitely clear. The UI is simple and clean and I pretty much knew what I had to do right away. So points for "teaching". The game is polished. It was exciting to play which is rare. My moment was actually early when I got to a planet and thought I was clear but my tail handed to me by that second ship. I was mad but made me want to keep playing. I think it's pretty balanced as is but need to play more to see. Is there a windows version? I think it will work well with a gamepad. Also not major but wish I could zoom out with ctrl and it stays at that zoom level and then a way to reset default but that may be confusing for some. Not sure. Anyway this is a keeper as is.
Excellent ideas. Unfortunately I had several crashes. I played 4 levels. It was pretty fun. Definitely needs more feedback and juice. Take advantage of this really cool unique mechanic. The graphics were fine. I just don't want to have to check the UI to see the result. Want to know visually. What's with the sketches? Very nice but was wondering if there was a reason. Interested to see what you do with this. I'll keep an eye for updates
Cool game with unique mechanics.
Simple but effective design.
Some of the levels need some balancing.
Couple you can speed run through :)
Also the controls can be frustrating unless you are really good with the keyboard.
A little invisible buffer forgiveness (ie press down a frame or two before (or after) the next cube and it will still go down the next cube)
With time and tweaking could be a keeper.
YOU are not the one shooting
Press Shoot (Left Mouse Click) to Fire the ENEMY weapons.
Find ways to avoid Bullet Hell
Make the Enemies shoot each other
Keep them close together and they will turn on each other until you are the last standing
BUG: After enemies are destroyed they remain on the floor but are invisible and can not be moved. Easiest way to keep moving is to press SPACE to jump past them
BUG: When one enemy is remaining they become invincible to bullets. press F (Left Punch) or V (Right Punch) to defeat them
CONTROLS: (Gamepad Compatible)
SHOOT: Left Mouse Click (Right Trigger)
JUMP: Space Bar
LEFT SHIFT: Toggle Facing Enemies (Right Arrow Keys to Zoom / Rotate Camera)
GAMEPLAY TIPS
Experiment with the controls to find secrets and break the game
Use the walls for protection and mis-direction
Thanks for playing. Someone who actually beat it. Bugs and all :) I started with the idea of using a terrain with assets. Wasn't working out but never deleted anything. Was using GAIA for Unity. Bloated it. You can actually get to the terrain.( All the foliage was deactivated though but still part of scene) One button triggers invincible "dash" for a few frames that lets you go through walls. The scoring system not working properly. Just scores punches. It was supposed to score based on time / streaks / no damage etc. Rank works. It saves all the scores and ranks them all. So if you play again using mostly punches you will get a #1 rank for sure. I will be cleaning everything up for the Web build hopefully.