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Wow, it's been some time, but I've seen some updates recently so I knew it's not dead. I don't even remember the previous demo after such a long time.

I'm glad to be back working on it. Had a huge creative block that I've now overcome so I have a consistent plan to finish the game in the next year or so.

Technically there's nothing to complain about, so it's actually polished for something made from ground up.

I'm glad you liked it, I must be on to something! There's occasional glitches with the player controller when going over steps but I've yet to see anyone comment on it so fixing that's been put to the bottom of the to-do list.

The level is too dark.

The darkness is probably going to end up being the gimmick for this level in particular.

Just when I got the last, red, keycard I managed to fall to my death (even if I knew what I was doing, I would try to jump down since I assumed you can't reach the way back out of the corridor - Half Life gave me some really bad habits).

There's still some more work to be done on the level, I'd say it's only about half blocked out. This is a very good point though in that I realize now it doesn't look quite like a dead-end. I'm going to rethink the layout of that passageway and maybe add a subtle hazard stripe and a sign to warn of a deadly drop.

robots sometimes try to shoot you through walls and they hit the back face in the spot that would be the exit hole.

I know what's causing this, the robot colliders need a larger radius. Though it annoys me in many other areas, Bullet3D having collision locked to double-sided at least prevents the projectiles phasing all the way through and giving the AI wallhacks.