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Thanks for your compliment :)


1.) Yes, I would like to make both defense and dodge actions so player can have more options against attack from enemy.

2.) If you are talking about the player knock down due to the collision damage, sure, i could increase the knock back distance so player would land at a further distance. Also, i wonder what QTE stand for?

3.) It is a nice idea. I would add the function at future version.

4.) The crafting and cooking system would have a update at around v0.0.7!

5.) It would be make sense that player get suppressed when multi-enemy are around. But i would need to think how to make it look more naturally.

Overall, thanks for the suggestions!

by qte I think they mean quick time event

Thanks! Now i know what it means.

(1 edit)

Thanks for the response on it!

To clarify, QTE stands for Quick Time Event. Typically, it's where you have to press a single or sequence of buttons to act.

As for the multi-enemy suppression, maybe a transition where an enemy joins in while you're being grappled to the point where sexual acts are being performed? (I.E - Goat enemy forcing the player to perform fellatio)

On that note, another idea came to mind - maybe different animations depending on whether an enemy grabs from the front or behind the player. Maybe even an ability unlock for the skill tree where you can potentially counter an enemy grab and do damage when you shake them off?

Oh I got what you are mentioning. It is an counter action that you can perform at the moment that the enemy almost grab you.
I will make a trial to see if it's possible. If it work, i will implement this.

The major difficult of the multi-enemy suppression is the interactions between different animation controller. Each entity has its own controller deciding to play which animation, and the animation under that controller can only modify that one entity. The current sex animation works because they have a hidden player sprite copy under their object. If adding other entity copies under the object to make multi-enemy suppression animation, each enemy will have lots of the hidden sprite at their object and it will be super messy. I have a solution though, but would need more study on it.

Changing the struggle animation based on the player facing direction is totally possible. However the animation still take times to make, i would like to implement this but would be at future version. A ability to improve the effect of countering the enemy  grab sounds good, will add it to my note.

Thanks for the suggestion!