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I agree that there are some HUD issues in implementation. I stand by the world-space approach being a good idea, but I left out a lot of key things and hope to revise that a bit later on.

I haven’t touched the Pause canvas since maybe day 3 of the jam, so it doesn’t really surprise me that it doesn’t work. I’ll try to get the Resume Game working properly asap, for now just hit Escape a second time.

The patrol voices are definitely overwhelming, and while I’ve cut down the number of dialogue lines spoken per combat encounter I still need to set up a proper pooling system. I have some ideas but need to investigate further.

Unfortunately the respawn system isn’t as robust as we would have preferred. At some point, bad code came back to haunt me and we couldn’t really decouple the player from the core game without significant refactoring. Postjam I intend to force all patrols and the player to sample a new position and move them. This behavior has significantly improved with updates, and you will usually be able to get away cleanly from a fight gone wrong by using the Stealth key (SHIFT).

There’s also a bug where the Patrols like to crowd around the FOB, which isn’t exactly intentional behavior. The VIP itself only has two guards at first, while later VIPs begin to spawn 4, 6, 9, 12, 16, etc. The rest of the patrols you see are just static units roaming the map, at least in theory.

If you played v5.02 or another earlier version, I highly recommend either 5.0475 or 5.047 depending on platform. These versions have made significant improvements to prevent some of the more frustrating AI and objective bugs.

Thanks for giving our game a go!

(+1)

5.05 is live and it fixes the FOB bug I mentioned. It’s not the complete 1-2 enemy limited trial run you’re asking for, but it does make the first VIP far less punishing. The respawn logic was also already in the game, but not being called; now that this has been fixed you’ll actually be moved out of the firefight when you respawn.

The Resume Game button also works as intended; once again, a case of “code was there but I forgot to call on it.” More importantly, it’s not a Play Scene 1 button anymore– it’s rather unfortunate that such a critical menu bug went unnoticed for this long, but once I set the scale on that menu for 0 I just forgot about it for the duration of jam time.

Hopefully this moves the game a little closer to its ideal state, there’s definitely jank and growing pains but I agree that there’s something there worth exploring.