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Sm0kebucky

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A member registered 65 days ago · View creator page →

Creator of

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Update is running late sorry I got carried away with some major fixes and restructuring. Added a mostly working set of debug tools and a 3d editor is in the works.

New enemies, new items, new player controller with inertia and smooth reticles that feel great. New music system. AI has been tuned up and are mostly in a playable state(aimbot city) Expect it shortly within the coming days!

in the mean time here is some gameplay and update footage:

Thank you Denis! I believe I've found some of those issues when the enemies attack/die. There was a frame drop when some of the main enemies attack related to audio engine triggering too many frames. I am also working on blocking browser shortcuts. There will be a patch later this week that completly fixes escape key override, browser shortcuts, and some glitches I've discovered in my playtesting. Cheers! There will be a patch for gameplay after the native Windows patch focusing on progression, enemies, storage of states and more!

ESC key destroys full screen hold, please toggle fullscreen in the main menu or using the pause menu (P) if the fullscreen is broken.
pressing some browser keystrokes and shortcuts like control+F(find) will override game controls and make you lose mouse focus, this is being resolved and is a side effect of using Tauri to wrap the game. Remember this is technically just a fancy website, it is built with typescript, react, CSS, and HTML. Expect other shortcuts to work and break the game as well, just try to avoid them for now and if you get a ruined run just reset the game.
Toggling AI is for testing purposes and not a fully fleshed out toggle nor will it be in later builds. Graphics options are for you to play with, I have recommended settings on startup, pixel scale 2, fov, lighting, vignette, fog etc. There is an issue where you need to click on the slider value to set it, as dragging and holding is not currently working( it was causing too many calls per frame and overloading the audio system and REACT)


Suppressors are a bit bugged out, they are not actually doing much in the way of supressing the audio outside of the sound the gun makes, and making them look cooler. Most ai can basically laser beam you in a millisecond of sight even at extremely long range... They will be fixed and have more uses later. I do know the 9mm pistol supressor is currently an absolute unit. that will be fixed in the first update.
grips do not currently do much as well, shotgun choke does affect spread greatly especially with ADS.
Optics are all mostly working. Guns do jitter around a lot while moving due to a frame pacing and coordinate issue.
Spiders are lame, they exist only to give you ammo and credits and to keep you on your toes. They will be improved in the first major update greatly. They are procedurally animated using sine waves.

If you make it to level 2 and beyond and things are a bit wonky I know. I have been building the editor and ingame tools to observe any level I wish to for debugging reasons. Currently there are 3 enemies in a preview state, the juggernaut, the lurker, and the meditator. These will change in behavior, appearance, capability, and visual by the first major update.

Occasionally there will be gaps in the tiles of the level generation. This is not intended. Occasionally spiders fall through the map into the unplayable area, occasionally spiders will push the player out of bounds and ruin your run. These issues will be resolved.

Please indulge me on your input.

Please leave comments and feedback, I support accessibility as well. If there are any options you'd like to see to make this easier to use(not play sorry its tough by design) let me know. I am aiming to add some more customization in the controls but currently it is low on my priority. First thing first is to flesh out the level gen and the roguelite systems, and fix some general bugs.