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SpaceMarine2040

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A member registered Jul 21, 2021 · View creator page →

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(1 edit)

Howdy!

My name is Chris, I’m an amateur voice actor looking to provide a deep tone to any jam game in need of a hefty merchant, a villainous turnip, or a confused narrator.

I’ve previously voiced a grim inn keeper for an unreleased boomer shooter (Possest), various american soldiers in a defunct multiplayer game called ExNite, a helicopter cop and a villainous Saw-inspired puzzlemaster!

Send me some scripts and guidelines and I’ll send you recordings in whatever format you need. I work in a tight space under tighter deadlines, and will be happy to re-record lines as you see fit. I use a HyperX Quadcast and clean my audio using Audacity (exporting to wav is a breeze!).

I do this for fun, so pardon the lack of a portfolio…

|Previous Work| -> Inn Keeper (Possest): https://possest.fandom.com/wiki/NPCs

-> Helicopter Cop (Getaway): https://youtu.be/iBJSjG3lj6Q?si=iQAnPh29259izAcx

-> Main Antagonist (POV Prologue): Trailer - (https://youtu.be/Q7REPE1jyx4?si=_20yh2mpwwHxCUhW) Full Game - https://bjhemmingway.itch.io/pov-prologue

Feel free to dm me, leave a comment or drop me a message on discord -> chad1669

(2 edits)

Howdy!

I’m an amateur voice actor looking to provide a deep tone to any indie game in need of a hefty merchant, a villainous turnip, or a confused narrator.

I’ve previously voiced a grim inn keeper for an unreleased boomer shooter (Possest), various american soldiers in a defunct multiplayer game called ExNite, and a helicopter policeman for an animation a buddy of mine completed for his schoolwork.

Whether you’re working on a three-day game jam or ongoing project, send me some scripts and guidelines and I’ll send you recordings in whatever format you need. I work in a tight space under tighter deadlines, and will be happy to re-record lines as you see fit. I use a HyperX Quadcast and clean my audio using Audacity (exporting to wav is a breeze!).

I do this for fun, so pardon the lack of a portfolio…

Previous Work: -> Inn Keeper (Possest): https://possest.fandom.com/wiki/NPCs

-> Helicopter Cop (Getaway): https://youtu.be/iBJSjG3lj6Q?si=iQAnPh29259izAcx

-> The Voice on the TV (POV Prologue): https://bjhemmingway.itch.io/pov-prologue

Feel free to dm me or drop me an email at spartaman2040@gmail.com, I also have a discord -> chad1669

AI is difficult, FSMs are fun to work with once you get the flow of them. I would also check out behaviour trees at some point if you’re interested in complex actions for your AI! Did you end up using GScript or C# for your code in Godot?

Overall I dug the aesthetic and the openness to combat.

Glad you liked the fog, it’s my first time using particle effects over a large area!

I had to cut out SJAS and the Creeper due to time constraints, so I replaced them with more powerful JitterSkull variants. The models for them are still somewhere in the unity project.

Thank you for playing. 🎃

Glad it gave you a fright. 🎃

Thank you for playing!

LMMS is pretty inaccessible IMO, I could never understand how the sequencing or the midi input worked… I never heard of Field Combat but after playing this I’m gonna give it a shot! I ended up looping through the game a few times trying to get faster at destroying the turrets.

Really fun game overall!

If I had to describe this game, it would be “Scrimbly”. Surprisingly addictive! I’m glad you had a good experience with godot for your first project, I was wondering about checking it out myself since I’ve only worked in Unity.

I’m a sucker for Silent Hill and this totally scratched that itch for me. Forgive and Butcher are my fave tracks, but they’re all enjoyable!

This reminded me of old gaming creepypastas (like Killswitch) where you’re trapped in these weird labyrinths. Good choice of music, too.

Thank you for checking it out! I did a lot of research into other games that tried the mechanic. If you’re interested in exploring the mechanic a bit more, check out the early 6th gen titles like Psi-Ops and Second Sight (PS2 ports).

Thanks for playing! I’ll definitely consider some UI hints and better indicators to help that mechanic, but I’m glad you were able to enjoy some people food.

I had a ton of fun! Very clean art-style, quick lobby joins, good movement and good concept. I’ll be recommending this to friends for them to try.

HIJACKD Sandbox community · Created a new topic FAQs
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Hi everyone!

As of 7/26, I’ll be moving all development efforts towards the full game. I wanted to post this to outline everything that you can do in the Demo, all of the systems within it, and what each piece of content in the demo is representative of.

Offerings and Favor

In order to complete the Demo, the player is required the fill the purple bar (lower right-hand corner of the screen). The player can achieve this a number of ways:

  • Knock out NPCs and sacrifice them on the altar. The player must carry the body, as pushing bodies into the portal will cause them to explode.
  • Possess NPCs, subsequently killing them.
  • Murder NPCs either through ranged or melee tactics.
  • Complete quests.

Basic NPC Systems

Throughout the game, the player will need to alter their tactics to explore the entirety of each level. The player will also be faced with the challenge of NPCs who would rather you not possess themselves or others. Thus, there are foundational systems that support this:

  • Wandering and Patrol Points. NPCs will randomly wander or follow a set route.
  • Stealth and Evasion. If the player is caught possessing and NPC, attacking/killing an NPC, firing a loud weapon, then all ‘bodyguard’ NPCs will attempt to approach and kill the player. If the player manages to break line-of-sight for long enough, all hostiles will return to their patrol routes and forget about the player.
  • Health and Armor. The player has health (the red bar) that is drained upon being damaged. Armor (the blue bar) can be obtained from possessing the ‘Knight’ NPC and will negate all incoming damage. If the player dies, the game ends. In the case of the Demo, the demo level is loaded again and quest progress resets.
  • Item interactivity. The player obtains items from possessing NPCs. These items act differently depending on the item type. For example, the ‘Clown’ NPC has a bucket of water, which can ruin sand castles and put out fires. The ‘Thief’ and ‘Cop’ NPCs both have a grappling hook that can propel the player towards a node (golden spheres) when used.

All systems are subject to change and balancing throughout development. If an update is applied to the demo, it will be purely hotfixes to better demonstrate the mechanics featured in the main game. Check out the Trello for development progress (https://trello.com/b/3vJN9VMx/hijackd), and leave all feedback here (https://itch.io/t/1546054/bug-reports-feedback).

Also, be sure to download the latest README file for additional controls and descriptions. Thanks for visiting! I look forward to updating this topic as development progresses.

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Hi everyone! Post your bugs and feedback on the latest demo here (Latest Version 0.8.1). Do your best to be descriptive to what you were doing before you encountered the bug and let me know what you found fun (or not fun).

If it’s a visual glitch, use the Snipping Tool to grab an image and attach it on your post.

Thanks for dropping by!

Great job on the atmosphere and keeping the visuals consistent. With a more polished FPS controller and some more stuff to do, I could easily see myself sucked in to a larger experience.

I look forward to seeing more from you!

I played for almost an hour, had a blast finding all of the tomes and slashing at enemies. Even with 5 days in dev, the feel of the game is spot on with the way the player can move around and the crowds of enemies navigating the terrain.

Great job on the overall movement and gun control, I had a great time running around and shooting robots with the sniper!

I had a great time tossing the blocks around, you really nailed the “yeet” system. I would definitely pre-order a Dink Islands 2.