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wild_fat

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A member registered Apr 09, 2020 · View creator page →

Creator of

Recent community posts

Hey there, guys! Unfortunately we missed some crucial code in the current downloadable build and it's currently unplayable.

You can get playable version here https://disk.yandex.ru/d/dJV5sqR7REfC-w

We'll appreciate if you will)

Your goal is to collect enough resources to leave the Caldera. 

Your people are ready to work hard to reach this goal, all you need is to provide them appropriate opportunities to do this!

But there aren't only your people who want the resources, so you need to defend them as well.

You have access to some types of buildings which will help you to accomplish the goal, you can build the sawmill to harvest wood and quarry to harvest stone, also you can build defense towers to protect your people, but the building you gonna create depends on lucky dice throw.

Goodluck, commander!

Controls:

WASD - movement

RMB - throw aiming

LMB - dice throwing

haha, just a couple of hours ago laughed at this)

Good job, guys! It was interesting to play and I finished all levels) I liked how you passed your game ad from steam) it was suddenly.

Reminded me counter strike map de_rats

Nice game!

I liked the feeling of shooting and hitting enemies. It was fun!

Thank you for playing and feedback!

By the way we added skip intro in post deadline build. You can check it if you want ;)

Good note about how-to-play info we will add it soon.

Thanks for feedback! Nice to you liked it! ;)

Thanks for feedback! You can try last game build, where I setted throwing phone physics more predictable)

Thanks for feedback! I'll check your game too)

Nice job! I liked the monster style and sound design, it's increase immerse. But unfortunately idea with flashlight isn't working correctly.  At first I thought I should light my flashlighter in monster direction, but  realized the system don't care what direction my light is going, I can just double LMB click in random direction and monster disappear. Additional to this fact I can see all the level and monster without flashlighter. It's killing idea of battery ressourse. Maybe you should try to use more time of directional lighting on the monster to kill it (Like it was in Alan Wake). And decrease visibility area arround player when flashlighter is off. And maybe spawn the monster in random point, cuz I always known where is him)

Though good work. Thanks!

20 rounds done) I liked the graphics and sound design. It was pretty funny to play (especially blood prints after hit), but not fully immersive, cuz after using all the weapons you want something new, and you won't got it. This is monotonous a bit. I think the immerse may be increase by adding weapon state. It give'd reason to pickup other weapons from the floor. And I didn't totally inderstand the logic of the arc of dificulty. You spawn 2 enemies without weapon and one with the weapon on the round, but next round you spawn only one but without weapon... And maybe you should make more spawn points for enemies.
Though good work!

Thanks for playing and feedback! I think the confusion with jumping may be solved by adding footprint effect. Will try it soon)

(1 edit)

I enjoyed gameplay. Thanks. Sometimes it remind me half life) good job

And I find some bugs - character can go through the walls in some cases.

Good job, guys! Like the main art)