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8. so it's the red part itself that bothers you? .. thing is I'm really not sure how else I could indicate this powerup - maybe I could add an option to turn this effect off altogether? (and then the effect on the guns might be enough?)

11. that is  also interesting - how did you arrive at 110 for horizontal fov?

1. the original idea was that you lose communication on this level - but I still wanted to have the "duck." part in
I'm still not sure how to explain it ingame 🤔

2. yes I'm still working on it - visually it's almost ready - problematic part is writing something witty for 60 characters
(which is why it was cut originally)

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Maybe there could be some kind of red effect only on the borders of the screen that would indicate the effect of the powerup so that the rest of the screen still remains normal.

At some point I increased the fov to 110 and it felt good playing so I stuck with it to this day but don't ask me when I started using it and which game I was playing back then. It's been too long to remember. #OldFart

That Zortch-o-pedia looks nice already. Looking forward to seeing it added to the game in the future.

Btw I had another brain fart when it comes to the level transition from a boss room to the start of the next episode. How about in the boss room there is some kind of teleporter or slipgate (Quake/Startgate reference maybe?) which you use as the exit and then at the start of each new episode there is a teleporter or slipgate through which you enter the new level. That way you don't really need much explanation how you ended up in this new area.

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alright - fresh from the oven: in Patches.zip  you can find the latest build (1946)
it lets you turn off the red powerup (and the fov slider is no longer rounded)

what I find odd is that the exit tunnels are accepted as transition and don't need further explanation 🤔

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Thanks I'll give it a try.

Hey if you find better ways for a level to level transition and include them in the game I'm the last person to complain about it. :)
One transition I like for example is the one right before the final boss. At the end of E5M3 you see that tunnel that you have to enter and at the start of the final level E5MBOSS you start inside it. Both levels feel connected that way.

EDIT: Just checked out the beginning of E2M3 real quick to see how things feel with the powerup effect being off when activating it. I like it. You still notice when it's active due to the red aura embracing the character while the rest of the screen just stays normal. Much easier on the eyes (at least for me). Very nice to have this option included.

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I think it would be good to integrate this Build 1946 patch into the game and upload a full 1946 version.

I guess your right - I keep trying to finish up the zortch-o-pedia and make one big update and just end up losing the track of time 🤔