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I was really surprised when I noticed dd52s arthouse techdemo had turned into vampire survivors. The foundations you are working with seem to be really coming along, fire is intuitive and cool, wind is a bit more tricky to understand. I think you can manipulate the direction of present fire with the wind. 

Upgrade system seems decent, I am going to have to give this some more time. I would like you to increase the player speed by a lot, perhaps three times what it is now and then also double the speed of the enemy gobbos. 

I will probably have more to tell you later but I have work in two hours and need to get some shit done. 

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Yeah, I wanted to build a vertical slice of what a longer game's combat evolution might look like, as a test bench for seeing how fluid-dynamics combat would work.
Glad the technical underside seems better (although it has a long way to go!)

Yes, the wind can blow the fire; from watching people play, it seems like the perspective makes it hard to see which part of the fire is the base and which is the higher-up parts - 'grabbing' the base with the wind works better, grabbing the higher-up bits is less effective (because it's further from the ground/less hot).  I plan to have the camera change angle when you activate casting mode to help mitigate this, as well as better differentiating fire that's just high up in the air.

Yeah, the player is a bit slow.  It was too fast before the DD, and I overcorrected... 
(If you're still playing, could you please press F3 and then 'K' at some point?  I'd  be interested to see whether you've got 60FPS or not)

Thanks for playing,  and thanks for the feedback!