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SPECXHT

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A member registered Aug 26, 2020 · View creator page →

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You fixed the stuttering! The game feels almost finished at this point to me, well done. Can always use more content and polish of course, like more levels/backgrounds and music. I like the enemy mouse pointer, much clearer to see what he's doing than when I played before. I'd like to see some things happen in the background occasionally, like I don't know a horse galloping getting chased by bandits or something etc - for some added soul. 


Pretty fun, deeper than it looks at first glance. Only missed being able to set audio levels.

Here's the world latest reply. Thanks a lot for the feedback, a lot of good thoughts.

Thank you very much!

I have some ideas to try and make the cursor get lost less. You can try lowering ingame resolution to 960x540, it helps a lot for laptops. It will basically look the same except for some blurry text in the UI that I have not fixed yet. Performance will be improved in later versions.

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Thanks for the quick test again! It looks like it worked too, although I'm reminded that I still need to figure out why the bullet casings going left are black for you. Have even less of an idea why that happens.

The problem had to do with the way I handle animations, in short its all flipbook animations handled in shaders in an attempt to optimize it for the CPU. Now this is all speculation but it seems like trying to fix what I think the problem was fixed it; the way I had it set up with handling different properties for different projectiles created a massive amount of branches that caused the slowdown. How shader branching is handled seems pretty dependent on hardware, drivers, etc so its possible that how its handled on some systems caused it. Could be because of some difference between Linux or Vulkan or something, not sure.
So I made a change to avoid branching that is much more convoluted and probably ~80 more instructions per frame but if it works...

I don't use Discord much but I'll add you for sure.

With a computer like that there shouldn't be any perceptible slow down at all, very strange.

Anyway, here's another test request when you get the time. Same procedure as last time, you can press F5 to instantly kill all enemies.

https://file.io/WTYIzVPWkkms

Wow that was fast, thank you. Still not looking good though, really odd. I was trying it out on a laptop with an integrated graphics card and it didn't go below 90 FPS. Must be something else going on too, I will look into it! Have a nice weekend.

Hello again friend, I always appreciate you taking your time to do this.  Answering some of your thoughts:

There is a new version of the jolly purple horned lads that you can encounter later, basically the same thing but stronger.

I see you struggling with the awful gun tooltips, for example the one for frags do not even list the released projectiles so not very easy to know how strong they are... But I am currently working on improving them and I think its going well.

The different heals have gotten a bit confusing know that there are several, the ones in the shop are actually a lesser one that heals for less and it differs how many there are you can buy. The Ration one is a bit less than the one you can get in the Interstice as you can take it with you. I'll put in exactly how much each one heals, hadn't really thought about there coming up situations where you can choose between multiple ones for example.

Mass isn't really explained anywhere, but its just physics. So increasing your mass will slow you down a bit but also make you more resistant to being pushed around by enemies.

And then onto the slowdowns, I looked into it and apparently its a rendering issue. Most likely because of an inefficient shader I haven't bothered to improve. I don't notice anything at all on my dev machine, so its great you found it.
I think I have it sorted out, if you would like to do me a favor and help me even more here is a test version where Logan starts with a Sawed Off with twice the regular projectiles. If you clear the first level you can hold down the button by the portal and see if its still bad: https://file.io/XLkd3bnt0xeJ

Either way, thanks a lot for your time.

Thanks for playing!

That shouldn't happen so I must've missed something. Will fix.

Yeah the tighter maps are a common complaint, I will look them over. 

Gun upgrades are very work in progress, will improve it too!

Thanks again.

Thanks for playing!

You can see which ammo a gun uses in the tooltip, but they are pretty confusing and I am right now in the process of redoing the tooltips. I believe it will be easier to tell.

A lot of the upgrades are a bit undercooked at the moment, especially for laser type guns. Increasing the spread of the laser will cause the beam to go in a different direction every frame. The spread is so small on it that its not very noticeable unless the spread is increased a lot by a flat amount. Having it change AoE would be much better though...
If you can apply an upgrade to a gun it will also affect it, unless I've made a mistake. Increasing the range will increase the laser range too.

-Items dropped in the dungeon remain there forever.

YES

I went on a little bug hunt for the elusive blue, but no luck. Tried to do pretty much the same things again. You'll have to contend with some whining instead.

About interacting with doors, even while standing in this position I can't enter the door:


What I meant about the locked door was if you enter the house from the outside this door will shut behind you.


You can start the climb down animation on this thing but nothing happens.


I realized why it feels so bad jumping from ledge to ledge is because you can't be close to the edge to jump from it, so from this position you can't jump for example. Also sometimes it looks like you made the jump but you phase through instead.


Thank you for playing! I'm not much of a screen shake enjoyer, but I have planned to add some - have to decide exactly where I want it to happen.

The upgrade allows you to dash through enemies as well, upgrades aren't final of course so I'll keep on tweaking.

The displayed controls should change according to the last used input device, so during gameplay too.

Yeah the gun tooltip infodump has been a bit of a problem I've been holding off trying to fix. I have some ideas.

Thank you very much, I'm glad you liked it.

Thanks for playing! I saw your recorded gameplay too. Yeah it needs polish, content, and a lot of balancing.

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Thanks for the video! You're right its great just seeing people play. You bring up some good points - several I've considered myself too actually. Will definitely take into consideration, thanks.

The slowdown in the beginning is concerning though, it shouldn't happen.

Unfortunately I don't have all that much useful to say about this, the animations are much better than last time I played this. I don't think it had any music either last time and it makes a huge difference, getting a banging soundtrack will be absolutely vital.
I don't know if its intentional, I didn't manage to do it again, but at one point I got stuck going backwards with the character facing the camera. Could control like normal otherwise and got into the right orientation by changing direction in the air.

Anyway, "just" polish it up a lot and fill it with content and you're good to go I think. With some sweet tunes.

It's likely a keyboard layout issue, I'm using a nordic keyboard.

This is great, I love the idea of it all. The pixel art and humor is really good. It's pretty rough right now though so I won't bother you with tiny flaws I'm sure you're already aware of. But the game starts in the wrong resolution or something, stat screen is off to the upper left and the game looks like this:


Disabling then enabling full screen makes it look correct though.

Figuring out where you have to stand to interact with some things can be really finicky, I kind of wanted to just run around and mash Z the entire time. Can be hard to see what you can interact with.

Needs to say who's talking in the dialogue window.

After jumping out the window I immediately tried going inside again and the door locked behind me, shit...

Crashed once, unfortunately I wasn't really paying attention to what I was doing at the time so no idea when it happened.

Dirk is great, I want more.

I played it again properly.

  • PLEASE let me interact with the door and not infront of it
  • Auto heal after every room? Annoying having to sit and heal up every time, and I don't think you'd grab a party without a healer.
  • Some basic round shadows under the units would make it look less flat
  • Annoying having to go through the menu just to look at enemy HP, I'm not that fond of the control scheme on PC at all really.
  • I feel like the combat is missing something, positioning isn't so important when you can move around so much. Attacks of opportunity maybe? I dunno.
  • Have you planned to add equipment for units? Maybe its not necessary.

Its a cool game, keep on deving!

Nope, I did once though and had to find a way back up. Did the tutorial twice because I wasn't sure at first if I missed something.

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Thank you for playing, and streaming it. Helps a lot just seeing people play.

I think the beginning is a, I don't know if hollow is the best word but sure, and it gets better later. But I need to strike a good balance of having the start being easy enough for new players and also somewhat interesting to replay again and again. I don't think its good right now and it seems most players get caught off-guard by it suddenly getting harder.

The characters ability cooldowns aren't set in stone, I do want the starter character to have a moderate long one though because people get overwhelmed as it is. And the Items have long ones because many are mean to be "oh shit" buttons, or supplement you in some way, so not really be anything you absolutely have to use.

The stopping and resting part is very intentional though, its something I quite like in games. Kind of like going back to town in Diablo to sell stuff and stock back up. The later levels can be a bit long too so I think its pretty nice to recover a bit. You kind of do it in Nuclear Throne too, choosing what gun to take with you (unless the portal sucks you in) and then choosing an upgrade.
I should really have some sort of ambient sound at least, have been thinking about an option to enable for constant music too.

Right now there is only one character to unlock,  but there will be more! They have some unique upgrades too, I should really add a way to see that...

It's possible that it's something with Vulkan for it not working on Linux. I do not have much knowledge about Linux unfortunately, but send me what you can and I'll look at it. Also, the Player.log would be nice to have too, for Linux it should be at: ~/.config/unity3d/Northwood Gameworks/The Gun is Good/Player.log

Thanks again.

I was thinking some items could have multiple uses, like the hook being a puzzle item and a weapon. But it would probably confuse players so I think you're right.

Finished the tutorial (I think), doesn't seem to be anything else to do. Character models look great and that's a lot of character customization already, works well.

I've played MMOs but never as a healer, this really feels just like it though but in singleplayer. Its fun and the concept is solid. 

  • Why are the starting values so high? I guess they won't go that much higher as you start every dungeon as level 1. I don't know, I'd prefer if everything was 10 times lower.
  • Needs an invert mouse Y option.
  • Hotkeys for inventory, spellbook would be nice.
  • Maybe have an option for nameplates over enemies heads.
  • I don't like how the enemies clip into each other:


  • Pressing ESC doesn't close the pause menu.
  • Dragging a skill in the hotbar hides the icon while its picked up.
  • The tooltip for an armor got stuck on the bottom right of the screen, not sure how it happened unfortunately. Disappeared after hovering over an item.
  • The clickable areas of the Spells, and Upgrades buttons in the Spellbook are wrong; Spells can only be clicked on the very edge of bottom, and Upgrades only on the right side of the button.
  • Entering the boss area unequipped the Heal and Big Heal from the hotbar for some reason, had to place them back through the Spellbook.
  • The boss level ended right after killing it, didn't have time to loot it. You'd need to pick up the gold from it I think?
  • Map doesn't work, I assume it's implemented yet.
  • Any reason to not be able to hold down a key to keep casting a spell without having to mash?
  • Being able to set your party formation (placements) could be fun, maybe not useful though.

The elephant in the room though is that the game is ugly, and not in a charming way. It kills me because everything else about the game is good. The big problem is the models I think, the textures could probably be salvaged if just the models very nicer. I'll assume the environments are just placeholders, most of the UI too because of how much it clashes. I really wish the game could heavily lean into the old school pre-WoW MMORPG style. It would fit well with the gameplay. Say 3d like how Everquest originally looked like: 

And the UI looking much more like Asheron's Call for example:


I hope you can figure something out because the game has potential, but the aesthetics do really drag it down.

Holy moly, i haven't known about this at all. It only works for equipment slots too it seems, very weird one.

Yeah, I was trying to close all open windows, I think it's space in Diablo 2. Well it's like that in some orblike.

Head down the mines for some ultraviolence against the goblin menace with your boys (and girls)? Sounds like a great time!

I don't think you've worked that long on this version if I remember correctly, you've gotten a lot in there already. You probably know about most of the things I'm about to say already. Windows Defender starts crying when launching the game, should at least zip the EXE file. 

The dialogue options are numberer but you can't use the number keys to choose? ARGH

Walk animation speed needs to sync up better to movement speed, a bit slide-y.

I'd like to see a turning animation, it should still be really snappy though.

Movement feels pretty sluggish, I think you're pathfinding for every click? If you have no obstacles in the way the character should turn toward and move right away towards the point.

Stutters when you first encounter new things, shader compilations? Stopped for a solid 2 seconds one time.

Should clicking a companion in the companions window re-recruit it? Didn't realize I had to drag at first.

ALT-Tabing and then clicking back into the game sometimes  makes the item highlighting stuck.

Everytime you go to a new area it zooms it, annoying.

My map stopped working suddenly, couldn't bring it up again.

Drinking a potion locks you into an animation? I love it.

Needs more feedback when your character gets hit.

This happened while picking up the bow, so it can happen without you manually trying to bug it out.


You can get stuck on NPCs: https://files.catbox.moe/43o6rf.webm

You can also get stuck on corners sometimes, companions too, looks like they try to turn corners too quickly.

Something to keep in mind going forward, might cause some issues; if you place an item it seems like its still selected and can be grabbed by pressing space/enter, tooltip also gets stuck doing it: https://files.catbox.moe/gfloux.webm

Is allocating stats for your companions necessary? I suppose it depends on where you plan to take the game, I could see you going for a more Dungeon Siege like thing with you controlling all characters fully or keeping more to the standard orblike thing with you controlling the main char but having some dudes run around slaying with you. At least the companions should have some simple modes you can set them to; passive, defensive, or aggressive are pretty standard for example.
Both approaches could work I think.

While I do miss the 2d graphics this seems much more sustainable and ultimately I think its the right choice, it looks really nice already. Excited to see what you'll bring to the game next.

Doesn't start on Win10 here, error 0xc000007b

Thanks for playing!

The blue effect is a status effect that's caused by weapons with ice damage, I made the effect ages ago though. I should really get around to improving it so it looks more like ice. And explain that it's actually a thing somewhere too...

Thanks son.

Thanks for playing!

Great points, I think what I was going for with Logan isn't really clicking for people, gonna tinker a bit with the UI.

Haha well I do love pointless validation...

I WANT MORE

Aesthetics are great, love unfiltered textures. My only gripe with it is that the contrast is too high or something, maybe too much ambient occlusion too. Some dark things will bleed into a black blob, played with the monitor on the highest brightness but it didn't help much. Some examples of what I mean:




Options menu of course, the default mouse sensitivity was really high on my computer.

The slow transitions between rooms can be a bit annoying, I can see what you're going for with having them though so maybe its necessary. I wish the doors would stay opened though so you can better tell where you can from when the corridors look similar. Designations above the doors would also help, eg. "DV-023" etc. 

Key prompts while inspecting objects would be nice; <A | D>

The revolver is great, although aiming at a distance can be hard. But that might be the point. I couldn't see any point in spinning the cylinder though, I think I'd prefer if pressing R would load a bullet only into the top chamber and you had to spin it manually for each bullet. Also didn't see if you could unload just one bullet, pressing the unload button could unload just the top bullet and holding the button would empty the entire thing.

Loading a save doesn't say which slots are filled.

At first I thought I had to enter the temperature into the device with the key and tried to find a way to do it. Realized it had already been done, you could add a snippet about waiting for the red light to turn on so its obvious. I mean its the first puzzle right.

Should you be able to use the metal hook in melee too?

I think the sort of SCP/Half-Life/Resident Evil think you're going for is really working, excited to see more from you.

The skill menu disappeared and I couldn't do anything. It was the first quest on the list. I had two characters standing right infront of the doors so I don't think there's any way to open them then. I was trying to get it open and pressing different buttons a bit too fast, from glancing at the log my guess is that if you go through the skill options, in and out of them, doing different things with characters too fast one of the coroutines you use can get out of sync with another script and get a null exception.

I forgot to mention that I can't get the Help window up, ? doesn't work.

This isn't my type of genre, I don't know if I've ever played it before actually. But I know they're really popular. I can see the appeal, watching little dudes run around doing their thing, clicking on stuff to see some animation. It's something I would've loved as a kid. The animations are good, seems to be vital. Needs a big YOU WIN!!! and some satisfying fanfare. Is there a point to having to find the objects in order? I guess if you're trying to tell a story it would be.

Thank you so much man.

He's a speedy dude with a cool hot and attitude! The game wants to connect to the internet for some reason. The starting audio volume made my ears bleed; the non functional options button mocking me. The ESC menu buttons cannot be pressed with the mouse. I don't think it says anywhere that LMB is attack.

Going fast feels good and can be controlled pretty well even with mouse and keyboard, so you're nailing that. You get really sluggish and useless when you slow though, but maybe that's the point. I hate falling into the water... Hope you'll make it less annoying to get back up in the actual game. I don't play enough platformers to give great insight into much but the jump could be better, feels like you hit the apex of it a bit too late or something, I dunno.

Ninja stealth roguelike? Cool!

Unfortunately I didn't play much because some things annoyed me a bit too much. 

Options menu please,  at the least sound options and if not rebindable controls I want to know what the controls are. I've played quite a few traditional roguelikes, ADOM being my favorite so I still have the muscle memory for playing that. Numpad moves - good, but 5 doesn't wait? How do you wait? Some items auto-pickup, makes sense, but I couldn't find the pickup button for those that don't. I keep trying to press W+direction to move in a direction until you hit something of interest like in many other RL games, could be something to add.
Other controls like the for inventory is fine as the keys are in the UI.

Lighting is nice. Same with the sounds. Some simple effects would do a lot I think, like a diagonal slash when attacking with a sword.

The game doesn't seem to be made for fullscreen at all, I played on a 27" 1440p monitor, loads of empty space. I'd like to be able to scale the UI, zoom in and out of the gameview with the mousewheel.


This is just a personal preference, but I think I'd like the log more on the bottom.

Enemies don't give any XP? I assume it's not implemented yet.

All in all the base seems good and I think a more stealth based RL can be really interesting, but I'd like to see a lot more QoL. As you can tell.

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Good news, the door works! Bad news, both of these do not work. 


Luckily I could jump inside just fine. I played it through on cultish, my impression of the game was a lot better now than the last time I played it. This level flows a lot better and has less cramped corridors. Relies a bit too much on ambushes I think though. Shotgunners aren't used very interestingly, their placements can be better. I think this is supposed to be an early level and should be shorter, fighting the same 3 enemies is fine; but it starts to drag on. Ending it by entering the Discount Suicides or so would be better. I only got half of the secrets, fuck.

The AI is dumber. And thats a good thing! They feel funner to fight than before, and very Doomlike. Good.

Blood splatter is great, the particles stop a bit abruptly from the exit wound (if that makes sense). A thinner strip coming from the body, joining up with the rest would be good I think. Put some bullet holes into the corpses.  Bullets need impact effects when hitting walls.

Remove the use button! Having the kick also activate things would be funnier.

Fog is nice, but should probably be a bit weaker so you can see further.

Normalize that movement vector. Unless it's intentional.

If you'd like to differentiate yourself a bit from DOOM you could always make the end and start points of levels not so obvious (or completely continuous with some kind of level streaming), kind of like in Half-Life with checkpoints. Say you'd enter the Discount Suicides and turn a corner in a corridor and it would load up the next level quickly. It would further the deranged feeling of the game by having it feel like it just keeps on going.

Good work, its nice to see you improving. It sucks less!