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user335

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A member registered Nov 16, 2018 · View creator page →

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Made a last minute bug fix (since analytics told me nobody had downloaded yet). New new version is now live

Wow such an epic comment! I talked with you on stream last night but wanted to post so others can see. 

I agree it doesn't make sense that houses drop meat, they need to for gameplay reasons tho so I'll have to think of a reason why at some point.

Controls are viewable / rebindable in the unity launch options but I plan to add them into the game itself so you don't need to close and relaunch just to change keybinds. Tab is a small friendly shove in case the demons are blocking you in a corner though and shift is the default sprint key. I do have a narrator tip that will tell you about the sprint button if you didn't ever press it in the first few minutes but that audio doesn't play if you tapped shift even once. I'll update it to only disable after at least a full second of sprinting and that should help. 

Which button should pause the game by default besides escape key? Keyboard letter i pauses as well but I can't think of anything more intuitive than esc. 

Thanks for the tip about the door. I'll make the clickable range wider so it's easier to figure out. 

Demons needing to nap is frustrating for a lot of people but I do need to keep some conflicting behavior from the demons because that's what makes huge armies unwieldy. Planning on giving the player something to do while standing still to address it, like scan sleeping demons to see their stats, or maybe sing them a lullaby to help them recover sleep faster or something. I recently changed them to only get sleepy while engaging in combat as well. 

It's hard to figure out when's the best time to end the level after the player destroys the keep. I think for the full game I'll add a pop-up that will let you escape to the campaign map if you choose to, or let you keep exploring until you make your way to a map exit. 

I honestly can't thank you enough for the feedback though, for reals. You are helping me make a better game and that means the world to me.

-user335

Very nicely done!! I let them touch me :(

That is some solid feedback! Thank you so much! Some kind of tooltip system for the items is on the list of important things to do but I hadn't thought about silhouettes informing the player that there are indeed things to collect. I'll try to make that happen soon.

The rally call idea is solid too but you're right it would need some pretty strong limitations / drawbacks to prevent it from being overused. I don't actually want to make the player feel "in control" very often haha 

Thanks for the feedback!! Yeah, multiple levels is the plan, with increasing difficulty as you near the final castle. I'm planning on improving the tutorial bits before taking this demo to PAX West in a month too

Thanks for the feedback!! I figure exploration doesn't need a nerf because on later levels you'll have an army accompanying you, demanding food and whatnot and kinda forcing you to keep moving in general. I'm planning on making the guards smarter / more disciplined in later levels too

Additional commands are keyboard f to toggle fps displayer, f1 to hide player and UI, f2 to slow time and f12 to take a screenshot, which will be saved in the game's data folder and titled RotAScreenshot with a time stamp

Just type 'hellcarrot' on the keyboard and you'll get a bunny each time. Other codes currently in the game are 'frozdy' to toggle flight mode on and off (will probably end up being an epic player item in the end), and you can press the cheat button (default is c) 30 times while standing in range of a portal to spawn one of each demon except the hell bunny but that will also turn off all the rest of the portals on the map so good luck!

1.06 has broken buttons on the defeat screen and sometimes you have to alt+f4 to close it. Will post a new version as soon as I can to fix it

(1 edit)

Updated to v1.02 and made many improvements to visual stuff, combat, animation, pathfinding, demon behavior, audio (bugfixes and cat sounds added) and more

Edit: and with a file size of 666MB, I feel pretty sure this version will not be replaced until after the Denver Indie Expo on Dec 15th

Updated to v1.01 and fixed 5 large bugs plus several small ones