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https://www.twitch.tv/daddiesjizzies

Streamed the game last night, love the blood splatter and the ability to just jump around everywhere

an inclusion of two modes was fun

(3 edits)

Thanks for playing, yeah I also like the freedom of movement. It's even more fun when you are being chased by a bunch of samurai, kinda scary too haha.

Watching through the video now. Thanks for recording it.
Yeah didn't notice the info was cut off in the webgl build, I think in the normal build it works fine actually. As for the sensitivity, we had it backwards for controller and mouse for the default values, glad you figured that you could switch it though and it was nice that you went through all the settings too.

Button South is X and a playstation controller and A on an xbox controller. As for the mouse jank I think that might just be part of the third person starter assets, but I thought I had resolved it, it could also just be due to lag since it's in webgl, playing the downloaded version might not yield that issue, also you can play multiplayer with your team if you download it.

I think the info being cut off is a resolution scaling issue. Overall the lag looked pretty bad, unfortunately that impacts the experience sorry about that. We thought about adding bamboo cutting but decided against it. Also good point on making enemies stand out more. We should definitely had some kind of enemy counter and a you win screen when you kill the boss.

There were a few different places that you could get stuck we noticed which we promptly removed from the game by trying to block them off but with such a free character controller and so many spaces on the map we should have included a respawn option to get unstuck. We thought about including a camera zoom option, but didn't get around to it. Looks like when you restarted their health wasn't reset properly the second time through which made it seem like a critical hit which is a cool idea but it was just a bug lol.

Thought about adding different attacks to the boss but it was more work than it seemed worth at the time since I was trying to implement the multiplayer aspects (which nobody probably used). No jump attack, thought about that too, but the only purpose is climbing over stuff.

Also tworking framework had me laughing.