That's my doing, sorry. I thought it it was fine but people on my team said otherwise. I made it easier but couldn't upload an updated build, sorry sorry! Thank you for playing!!!
sso
Creator of
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LMAO, thanks man, means a lot from all of us! There was a lot of us so it made it somewhat easier, but like I stated in a previous comment, ran out of time to upload an updated build which added basically the entirety of the games story, but at least we got something out lol. Thank you so much for playing and taking the time to comment!
This game has excellent movement options. When I used the car initially, I thought it'd only work on the ground but to my surprise, nope! I could use it in the air too. It made platforming very fun. The pixel art is genuinely very good and the overall map design was enjoyable to run through. I think opening up the player to mid-air combat would make the game play better overall as I kept getting whipped in the air and had no way to defend myself, maybe even just the same attack animation the player already has but you just force them down with some gravity, like a ground pound. I noticed that when the player is in a dialogue state, you can press E to use the dash ability to move forward anyways, you can progress quite far into the game without closing the first dialogue box, you can also attack as well so the game is playable even though you cannot move. Very fun game!
Extra? You never payed an upfront cost to begin with. It's not rocket science to take one look at the OC's page and see that they have purchasable items on their Itch page, which probably means, no, they would not be happy with you taking their kindly made Royalty Free work and feeding it into AI where it will then become apart of a larger ecosystem of AI trained sound effects all based on their hard work. There's also a license, if you've even read that!
I spent a little too much time working on that wireframe shader, the jitter was hard to get right. As for the sensitivity, I use unity's PlayerPrefs() for saving data so initially the sensitivity is set to 0, as well as the camera smoothing. Dashing also gives you "iframes" where you cant take damage, makes the whole game a bit easier. I programmed a way to restart the game so when you fall out of the map, just press R, there was like 30 minutes left on the clock so instead of adding a way to die via fallout i just programmed a restart key. Escape takes you to the menu as well, all in the description of the game. I'll probably work on this game a little since you recommended it. Im glad you had fun with my game, i thought it was rubbish!
Source control is super helpful when it works!!!! I'm sorry to hear about your troubles, though. I know how much it hurts :(
Thanks for the comment about the trees (and other scenery) fading out as to not conceal the players position, that was my doing. Glad you liked the game... What's there anyways.
You can point the camera in the direction of which you want the fireball to go to. You gather fire (your health and ammunition) from campfires to shoot at the monster but be cautious as when you shoot fireballs, you also lose health.
I'm glad you like the games art and stuff, though. Me and Jay, the other programmer had strange issues getting version control to work for around 2 days so working on the game was a struggle!!!!!









