I don't have any kind system for donations so you can omit that from the description :)
As for my other games, most of them were made quickly for various different game jams and I can't recall the license for any of the libraries I might have used to make them but I don't personally mind if you want to port any of them.
YouDoYouBuddy
Creator of
Recent community posts
Neat!
As mentioned above, I added a MIT license to the games source code to clarify how the game can be modified and distributed. It's a very permissive license so you should be golden as long as you include the LICENSE file in your project. Altough I'm not sure exactly how this works legally since I added the license after you made your changes ¯\_(ツ)_/¯
Hi everyone!
Since a lot of people have been asking, I've decided to slap the MIT license on this project! I know this is a little late for some since I've been stupidly procrastinating on this for literaly years which is why I also want to apologise to anyone that asked about this ages ago and didn't get an answer.
That being said, it does bring me immense joy whenever anyone posts something they have done with LeadHaul and I am genuinely amazed that people are still interested in this little FPS I made 4 years ago. So if you have any cool project that you've built using this, please post about it either here in the itch.io comments, on the Löve2D forums, on the Löve2D discord or anywhere else where I might see it.
Thanks for playing and for the feedback!
I've been squashing a couple of crash bugs relating to objects trying to get grid cells that don't exist so it's probably something to do with that, hopefully that's fixed. The Settings menu was a last minute addition, I'll work on polishing it up and making fullscreen feel better. I've gotten a lot of feedback regarding things not being super clear so better descriptions and a proper tutorial is on the TODO list.
The deck only shuffles when you transition to the next level or when you play the Ancient Orb card :)
Thank you, it means a lot!
I did try to implement STS-like mechanics as you describe but it just doens't work since the player can just sit in a corner and redraw their hand over and over until they get a perfect combination of cards, which defeats most of the deck building aspects of the game, diminshes a lot of the emergent gameplay and removes the tension that's inherit in seeing your resources dvindle over the course of a floor. It would also allow you the cheese the game by playing cards like health potion over and over until you have full health :p
Thanks! The poison arrows were added about 40 mins before the deadline becasue I thougt the game needed another occult card so they were a little untested hehe. In a future update I'll probably change that so poison clears after awhile or so that big enemies like bosses have a way of clearing poison.
Nicely done!
There's been a couple of games where you play as the villain in a horror setting but none come to mind where your objective is to scare your victims.
Gameplay wise it could use some work though. It feels like I'm just wandering around aimlessly looking for oportunities to scare the security guard until my batteries run out without any real strategy or much agency.
Thanks for the feedback and I totally agree with your criticisms! I had a couple of ideas on how to tie the different mechanics together but ran out of time. As for the game's difficulty I erred on the side of caution and made the par times pretty forgiving, but in case you'd like more of a challenge I uploaded my best times in the screenshot section, most of which should be pretty tough to beat :)
Thanks you for playing and for writing such a thorough reply, it means a lot!













