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A jam submission

Oudemiai's Bloody Forever - PROTOTYPE 0.05View game page

Early prototype of a marathon/survival/TDF beat-em-up.
Submitted by SuperUltraMuffin — 2 days, 9 hours before the deadline
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Oudemiai's Bloody Forever - PROTOTYPE 0.05's itch.io page

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Comments

Submitted
  • I downloaded this for the plot
  • Ragdolling shit is always funny.
  • If anything it should be on "attack player" by default for the demo, and just have the first few enemies be super slow and weak. Let players find the punching bag mode if they want it.
  • How is this game so eerie? Expect a zoomer video essayist to make a video about how its the APOTHEOSIS of liminal space. Those glowing eyes, man...
  • Some kind of quick cheat sheet with your different attacks on screen would be helpful instead of having to go back to the menu.
  • If booby lady is gonna be the main character, what are you going for? I think a cavewoman could be cool... for the plot, of course. You would have a special interest coomer audience cornered.
Developer

Thanks for playing! While the actual plot and backstory aren't in yet, I hope you weren't too dissatisfied.

Those are good suggestions! 

I'm glad people are finding it eerie. Believe it or not, I'm not just making it for coomers :p

Booby lady is indeed intended to be the main character. She's more of a bronze age Conan/Amazon type, but "sexy feral cave woman" is gonna be one of the main aesthetics for the basic enemies, with most weapons being made of bones and rocks. 

The game is super loud by default.

"Face east" is an okay way to describe buttons but maybe a drawing with the position of the button among the four would be better.

This bitch got mad lordosis. I had no idea the censor boxes were togglable. This is the best stealth coomer game.

The "wind-up" for the strong attack needs to be animated instead of booby lordosis lady being stock still.

I think the sprint speed should be the default speed tbh. And it's annoying losing speed when I jump while sprinting.

I don't get it how do I play the real game? I was in practice but I want to fight for real. I see the options on the right but how do I start the real game?

Get rid of the quit animation, it'll just annoy players.

Developer

I guess I should set base default loudness off of a worst case scenario where the player's maxed out on their PC's speakers to minimize the risk of hurting someone's ears.

Yeah, animations are super awful place holders right now since I haven't worked out a decent workflow yet. I'd planned to have proper animations made in Blender and improved models as the big new thing for this DD, but sadly it's taking me longer to figure out the implementation than I'd hoped.

The lack of sprinting while airborne is an oversight on my part. Oops. 

What makes you want a higher default movement speed?


You start the real game/the enemies's AI by selecting a different game mode than "punching bags" under "enemy mode" in the mode select menu. The top left menu button should switch to "Begin Waves"  instead of "Begin Practice" or "Resume" to show it. If you mean "how do I start a real level", then sorry, there's just waves of barely-animated enemies in the one map.

You can skip the quitting animation by clicking "quit game" again. The animation is basically just a fancier "are you sure" popup with a timer. Although I ought to actually explain that somewhere in the game.


Oh, and thank you for playing!

Ah I get it. I think the UI flow could be improved when setting it up.

I recommend "Play" as a menu option, and when that's clicked all the right hand side options are shown. Then at the bottom below the options put the "Practice" or "Begin Waves" button (depending on what they selected).

I was having trouble finding the fun when playing. There's no indication when an enemy is about to attack, so it's unclear when to block or dodge. The moves don't seem to flow very well between each other, I would like a clear way to do combos. I guess there's more strong attack stuff I didn't bother to learn, so maybe it's laziness on my part.

I like the gameplay element of the orb, I think that makes for fun gameplay. But I need the camera to be able to be rotated faster so I can keep an eye on the orb. Looking forward to see where things go! Better animations will bring it to life IMO.

Developer

It probably needs to be split into two screens, really, the "new game" screen for switching game mode and the "gameplay options" screen for stuff like toggle sprint and camera modes.

>I need the camera to be able to be rotated faster

I assume you were using a game pad? Did you set sensitivity to max and it still wasn't high enough or did I hide the option too well by putting it in the audio/video screen?

>There's no indication when an enemy is about to attack, so it's unclear when to block or dodge

Are you having trouble telling if the enemy's in an aggressive state (red eyes/halo)? If so, did you play with halos on? Or do you mean the telegraphing on the attack animations are too short to react? Hopefully animations will also make things clearer here.

>Looking forward to see where things go!

Hah, yeah, me too. Thanks for taking the time to give me feedback like this.

>I assume you were using a game pad?

Yessir

>Did you set sensitivity to max and it still wasn't high enough or did I hide the option too well by putting it in the audio/video screen?

Honestly didn't even consider hunting for such an option.

>Are you having trouble telling if the enemy's in an aggressive state (red eyes/halo)? If so, did you play with halos on? Or do you mean the telegraphing on the attack animations are too short to react?
I meant telegraphing. I didn't even think about the other stuff.

>Thanks for taking the time to give me feedback like this.
np!

Developer

Ah I see. The game pad camera controls are a little sluggish compared to the mouse with the same sensitivity and I haven't yet figured out how to split them, so you need to tweak the sensitivity a bit for it to feel good.


As for telegraphing, the attacks themselves are intentionally a little fast to react to (although I think with sound cues it'll be much more doable). I think it works okay if you treat the enemies' approaching to attack range as part of the windup.

Submitted
>that lighting
>those glowing eyes
>those animations
>that slapping step sound

Nightmare fuel.

First what I did in the game without even knowing anything is launching an enemy up and then smacking it again mid air. Good shit.

I wish sprint then jump then strong attack launched a flying kick too as it would be more intuitive and give more creativity with the moveset. It made me actually check the controls to see if there's no dropkick.

Once I got stuck in the axe kick animation until damaged. Probably it got interrupted by an enemy.

The combat would probably need telepgraphing for all attacks for it to be anything more than bumrushing.

Developer

I am working on better animations, for the record.

Aerial flying kick makes sense, yeah.

I really thought I'd gotten rid of that axe kick bug. Guess it's back on the list. 

Do you mean the enemy attacks need more telegraphing? I figured I'd try making it so you'd treat the time while they're closing the distance about to attack as part of the telegraphing.

Submitted
Do you mean the enemy attacks need more telegraphing? I figured I'd try making it so you'd treat the time while they're closing the distance about to attack as part of the telegraphing.

Oh, so keeping distance is the way to go? It kind of works. I does put you on guard the entire time its getting closer though, but I guess letting player reaction block/dodge or outspace enemies would be no good with how quickly combat gets resolved.

Developer

Yeah, I'm not like a genius game designer or anything so maybe it'll turn out to be a terrible idea that I'll have to dial back eventually, but basically the idea is if you're within jab range of an enemy and you're not attacking, you better be defending or getting out of range. I'm planning to have more reasonably timed attacks too, but that'll be for stuff like ranged or unblockable attacks.

I think a sufficiently experienced player probably can reaction block or dodge though, since the enemies' fastest attack has about 20 frames before it hits you.