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Mat

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A member registered Mar 21, 2020 · View creator page →

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Thank you! Hope I ever get around to it but I sincerely doubt it lol

Thank you! Nice playing, shame you didn't find the secret crossbow ;)

Thanks :D It certainly has potential if I pick it up again in the future

There is none yet, next demo coming soon(ish) on Steam. Follow my twitter if you want to keep up to date!

This turned out so so stylish

Damn this is amazing.

Hey, thanks for checking it out!!

Thank you! Super nice comment to get :o)

Really cool and stylish. Made it to the room with the spiders on the pillars, which was a lot of fun to fight in. Level design felt a bit too 'real location' up until that point for such a style heavy game but maybe that's just a way to slowly introduce the player to the world. Also I think a bit more air control and dynamic movement could be really neat. Can't wait to see what this turns into!

Yeah for sure! 

Thank you! Don't have one anymore :[ currently working towards a more official demo version which should hopefully be out early 2021!

Thanks a bunch for the lovely comment! There's a lot of great feeback here, and a lot of things that have been bothering me as well. It's important to keep in mind though that endless mode is not the core game mode, so I need to be careful not to make everything work perfectly for endless, only to find more issues in the campaign mode as a result. Still, everything you mention I definitely agree with and I've been tinkering on solutions for some of the issues. Multiplayer would be an absolute dream but from what little I know about network code I can already see that it would be an insane amount of work, so it's unlikely to ever happen sadly. Funny you mention dashing, it's something I'm exploring at the moment after seeing how brilliantly it works in Doom eternal :o) 

Thanks again and I hope you check out the eventual 'real' demo release!

Hey there! Thanks for the feedback. The slowmo effect on mouse sensitivity is definitely something I'm looking at more closely after many people pointed out issues with it. So there will most likely be an option to set a mouse sensitivity minimum for slowmo, to avoid players with naturally low setting to have their mouse practically locked. 

I wouldn't know how. Will look into it though!

That's a really good point! It's something that I found bothering me a bit too (the backpedalling heavy gameplay, due to the fast running zombie guys). I am currently fleshing out some enemy designs that encourage (or require even) chasing down and being very aggressive. One will be an egg laying type of enemy that will actively avoid the player and be a threat purely by laying eggs out of which lesser enemies hatch. And there's a few more I have in mind that I think will change the gameplay in this sense. You're definitely spot on with the level designs concerns too, as I'm working on a first set of campaign levels I'm finding that my current enemies don't hold up so well in tight space. Might actually end up doing campaign-only versions of them with tweaked ai's... Thanks for the awesome comment!

Thanks, glad you enjoyed it! Campaign is in the works :]

Hey, that's awesome. Thanks for checking it out and enjoying it! Definitely still lots coming ;)

It's a good idea, I'll look into it! :D

The version I just uploaded has some nicer movement physics including a base movement speed of 18.

Should be fixed now! Thanks for letting me know and thanks for checking out the project!

Really? Oh snap then I uploaded the wrong build. 
Be right back, fixing that!

Thanks for the great feedback! Enemies dropping ammo backpacks is something I'm actually looking into right now, I'd definitely agree that ammo needs some balancing one way or another.

Thank you! Weaponswitching is definitely getting reworked, and I might have a campaign level or two ready for next demo day I hope!

Thanks for the kind words and feedback. There's definitely some issues with the movement controller still which creates some weird behaviors at times. Definitely looking into that atm. I hope I can post some more levels soon!

Thank you! Yes some sort of radial menu is probably how I'm going to implement weapon switching, I think it's more convenient than simply scrolling with a mousewheel. And the ammo spawns/amount definitely needs tweaking, that's definitely on the list.

The movement definitely takes a little while to get used to. But when I eventually release it the campaign should definitely still be enjoyable on lower difficulty settings! I plan to balance the lowest difficulty around my gf being able to finish the game without too much trouble, so that will be very very easy lol. Thanks for checking it out!

Thanks! There's definitely some juice missing with some of the guns. Maybe I'll have to see how I can get a nicer feel to the shotgun 

Thank you! Glad you enjoyed it. Good point about the ramp movement, that's on the to-do-list!

Thanks so much for taking the time, there's a wealth of feedback in there :O !!

Thank you! The focus really shouldn't be on conserving ammo too much. You can check out exactly where ammo respawns (it does! But somewhat randomly) during the warmup phase. I think with a bit of practice it quickly becomes apparent what weapons excell in what situation, and then using the right tools for the job translates into lower ammo consumption. But that being said there's definitely some finetuning necessary when it comes to all of those numbers etc. Campaign is already in the works! 

Thank you!! I'm actually working on some acidy bubbles to communicate that more clearly atm!

That's embarassing, thanks for pointing it out! Scale is a bit weird indeed, it's something I've become aware of recently as well. FoV is really extreme atm, definitely adding a slider and options hud soon so players can adjust it to liking. Thanks for the feedback!

Thanks a bunch! You can press M to flash an ammo overview but this is a quick fix really, I'm simply leaving hud/ui work for the later stages so a good ammo indicator is missing atm. In terms of ammo scarcity though, some fine tuning aside, it shouldn't be too big of an obstacle. Although sometimes one gets quite unlucky with the random respawns but generally if the right weapons are used in the right situations the ammo consumption can be kept in check somewhat. The warmup phase initially is also intended for the player to clearly see what spawns where, so there is no blind searching for ammo pickups. 

The flies are definitely what I'm getting a lot of mixed opinions on so they might get some serious rework. They are the most dangerous enemy by far atm but I feel like there's no use working on finer balance until I have more content, especially levels. Thanks a bunch for the feedback, I really appreciate it!

Thanks for the comment, the mouse glitch I'm definitely looking into now!

Thanks for the feedback, those are good points!

Thanks a bunch, appreciate it! Fun is the main thing really ;)

Thanks a bunch! Those are all on the to-do list. It's hard coming up with a nice scroll wheel system that avoids having to cycle through all weapons but I'll figure something out! 

Hm, never had anyone complain about that. Are you sure it's not something on your end?

Thanks a lot!!

Thanks! I appreciate it !!

:) thanks a whole bunch!