Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+2)

Very cool game, the enemy designs are very nice, the eerie and surreal atmosphere is also on point (seems like I was thrown straight in a "Courage the Cowardly Dog" episode), and the premise is also funny, with a nice theme interpretation too. 

I am not very good at FPS (I am not good at all actually), so I didn't make it to the boss, but I can still provide some general feedback:

  1. Camera sensitivity may be too high (in the HTML build, it was very high, in the exe build it was not), which means you made it frame rate dependant (not using deltaTime properly); I also noticed you mentioned a camera sensitivity option in other comments, which by the way is only present in the in-game menu, not in the main menu "options" screen, which only has an option to adjust the volume (I don't think this was intentional);
  2. If you run inside your house while enemies are following and go next to the window that leads to the outside of the arena boundaries, you can go out of bounds on the map (out of the fence), I attached a cool image of me walking onto the mountains in the background;
  3. When trying to unzip the downloaded file (on windows) I got a "paths are too long" error: that's because you have a zip file named "That time a demonic tree grew in my garden and now I sell smoothies - Windows" inside of which another folder with the same name is present, inside of which a folder named "That time a demonic tree grew in my garden and now I sell smoothies_Data" is also present (generated by Unity for your game build): this obviously leads to very long file names in the extracted path, and Windows has a 260 characters limit (560 bytes for the UTF-16 characters of the Windows file system) by default (unless you mess with the MAX_PATH registry value, which is something players who will download your game probably wouldn't even know about); changing the name of the destination folder for the unzipped files to a shorter one (while unzipping) solved the problem for me, which means you are really close to the 260 characters limit with your current files, but you'd probably want to rename the folders of your download files to avoid problems with your players;
  4. Lastly, connected to the fact that I was able to go out of bounds, and that the game may be laggy (especially in its the HTML version), I found out that the mountains in the distance, around your farm, are not only actual very detailed 3D models, but walkable too (which means colliders were also calculated for those): this obviously means that the game needs to render all of the vertices of the 3D geometry around the arena plus the collider data when you play, and this obviously leads to performance degradation: since the mountains are far away, the player doesn't need to see them in such high details, you can probably replace them with a skybox around your house and not notice the difference visually, but instead notice a big FPS improvement.

Overall, the game has a nice concept, a funny premise and an enjoyable gameplay (for FPS fans of course, even though I'm not one of them), so I hope you'll continue polishing and improving the game, as it is very well done, good job to the team! 


(+1)

Hey thank you really much for you comment we really appreciate it!

Yeah it does kinda feel a bit like courage the cowardly dog, it wasn't actually intentional even tough I think all of us on the team grew up watching the show, we wanted to give a desolate and lonely vibe to the game which I think put us in that direction.

1. Yeah while looking back at the code I noticed we were doing something wrong for the camera basically adding a value that was using a delta time to another that wasn't for the rotation thus creating that bug. About the options menu it was actually intentional, we added it because we noticed the problem with the sensitivity but couldn't figure out what was causing it, and to add it to the main menu we needed to refactor some code and we just didn't have the time.

2. We knew this could happen again didn't have time to fix it sadly :(

3. Makes sense, didn't really think about it, we did the windows build like 5 minutes before the deadline lol

4. That's a really good suggestion, due to the time I didn't quite have the time to polish up the game and most of the team hasn't a lot of experience with this kind of stuff, we are currently using the default terrain in unity but we could switch to lower resolution meshes or just lower the resolution, and yeah of course we also didn't need the colliders to be active, so we'll have to fix that

Again thank you so much for you comment!