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Thank you for the kind words! I should have added pitch to the monster death sounds. I do it for other sounds, and they all use basically the same API, so it would have been easy. I just over looked it! Great suggestion! A reload animation would also have been awesome. My workflow for going from Mixamo to Blender to Godot is absolutely awful, and so I cut some corners. I really need to improve that workflow, and I think adding a reload animation would be awesome.

As far as the problem you saw,  this is the first time I am seeing this! 😨 This looks to be a game breaking bug. I am doing some optimizations to remove and add things to the scene tree based on where the player is, and I bet you've run into some edge case that breaks things. Super bizarre though because I would expect that you wouldn't even see the visuals if this was the case. As far as I understand it, no one else has run into this issue, and several people have been able to reach the end of the game. That overgrown room has a door to the last fuel rod room which should have gotten you to 100%.

What did you use to play the game? I've tested this in Chrome and Firefox without any issue. The Windows build should also work correctly. I got feedback from a friend that the Brave browser had some issue that required a refresh, and I was unable to test the Linux build at all.

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I am playing on edge, thks for awsering, the game looks good tho

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Finiashed the game rn, did a speedrun xD amazing game

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Yay! Thanks for coming back and playing through again. :) Should have added a timer so we could do proper speedruns. 😄

1 question? what are the green doors?

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@EDRO - I am hiding sections of the map both as a way of revealing new areas as you go through doors, and as a way of optimization (less draw calls). I did not want to use that optimization for the doors because the doors are on the boundary between two rooms, so I was concerned about doors disappearing and players getting stuck/lost. As a result I never hide the doors. The green doors you are seeing, are doors in the background on the first floor that you've already walked through. The reason they are green is because the WorldEnvironment node adds green fog to objects far in the distance.

Thks