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Thank you so much! The cancelled project that I reused ideas from was inspired by the Dark Forces series, that's the Star Wars Doom clone if you haven't heard of it. Using cubemin as placeholders was also inspired by a Doom mod called The Adventures of Square, but I haven't played that much of it, I just like the aesthetic. I tried to make the player's weapon as close as I could to the E-11 blaster rifle, minus the laser projectiles. Raycasts are quicker and I've had problems with fast moving projectiles going through enemies in the past. I know why, it's a tick thing, I just don't know how to fix it. Attack and damage feedback seems to be one of the areas that needs the most improvement. I think it'll be a lot of little touches to fix that, a lot of little polish things I neglected in my haste to get the game done. I'll see what I can do and I'll have to remember for next time how important that feedback is. 

...Speedrunning, eh? Hmm, maybe I could add a timer that starts when the player gains control after the opening cutscene and ends either when Zoroaster dies or when the screen finishes fading to black ('cause you can still finish off his guards before the screen fades out), and then display that on the results screen. Oh, and nice job with checking the friendly fire! I'm sure the innocent partygoing cubemin appreciate it!