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I noticed that the "enemy launcher" entity does not increase the counter in the level statistics. As I noted earlier, at the levels of the mod there was such a situation that at the end of the level there were more killed enemies than indicated in the statistics.

It is possible that there are other reasons for a broken counter, but I definitely found one of them.

Ah, good catch! I found the issue as well. It's the music holder that handles enemy counts (for some reason). It counts enemy bases and enemy spawners, but not enemy launchers.

By the way, next two levels of the first episode are finished and ready for testing. Be sure to replace all the files.

https://mega.nz/file/2GBTzJQR#4_5U27TetTx_T-FdQ3L3buGz3ZspQJoJv72skrQFcPU

Pretty interesting. As usual, there was plenty of ammo and completing the levels was not that difficult (Difficulty - Serious)

In some arenas, you can completely win by shooting at opponents from afar (and not closer to the central zone, as is usually intended) and thus make it easier to pass. At the end of level 3, the green biomechanoid came out with a yellow health indicator.  Some models (modelholder) do not have collision, although they look like they should have it. The grenade launcher's alternative fire is very powerful. It is worth considering making the number of alternative ammunition for the grenade launcher rarer. Once, an explosion of alternate grenade launcher shells launched the mammoth high into the air.

In general, I want to say that although on average the enemies have become stronger than in the original game, the number of items for the player makes the danger of the opponents not so high. I don't even know what is harder, the original game or the mod.

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Can you confirm if the issue around player options resetting has been fixed and that the editor is working?

Edit: Also, apparently multiplayer is broken now.