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Type one of these words: AIM - DUCK - GROW - FLOAT - VOICE - CHOICE
FLOAT
Which game engine did you use?
Godot
What are your pronouns so I know how to refer to you in the videos?
he/him
Will you continue in GDKO if you were selected as a Wildcard?
Yes
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Comments
Really interesting twist on top down combat! These mechanics definitely add a lot of tension when navigating the space. Killing the enemies is satisfying with the blood splatter effect.
Really interesting concept, and I'm super interested to see what you add to this to take it forward!
Great work!
I managed to escape the house. I like the unique mechanics and they work really well together. The music and deep breathing captures the unsettling atmosphere perfectly
Thanks so much for playing!
An unsettling atmosphere is exactly what I was going for, so I’m glad to hear that translated well.
Interesting mechanics that you showcased well. I can definitely see some potential for a horror game here. I'm really interested to see where you take this game next!
I definitely looked to a few top-down horror games when making this one. Thank you for playing!
I thought I was playing as a mouse for some reason :') But really interesting way to implement a view of field, could also work as first person game if you wanted to make it truly a horrifying experience.
That’s a good thought.
I think for this game though, the mechanic might get lost in a first-person perspective since you’d be completely blind to where you’re moving. With it being top-down you can at least still see the layout of the room since the walls are not culled. However, it would be much more immersive and I like the idea of using spatial sounds to tell the player where the enemies are located. So maybe it would work.
Anyway, thanks for playing!
Very unique gameplay!
Zombies don't have a chance!)
Maybe it would be better if we couldn't hurt poor zombies through the walls - sometimes I kill them before knowing they were there )
But it would be interesting if you continued your work on this demo. Good job!
I agree, I should have at least made the walls thick enough that you wouldn’t accidentally kill an enemy.
I would have liked it if the enemy path-finding worked better, but I just ran out of time.
Thanks for playing!