Thank you very much. Are you interested in the key and lock models once they are finished? How should we contact you if you are?
Sven Peters
Creator of
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Are we (two students) allowed to use these assets in a web based student project? I heard it might be problematic, because the assets on the web page could in theory be downloaded from the browser.
If so then we would also create a key and a lock for the key in the same artstyle, which we would give to you so you could add it to the pack.
Seems fun. Some enemies got stuck on the campfire once (4 enemies, coming from the right).
2 minor things:
- I'd like to have attack on another hand than move, so either attack on 'LMB' or attack on 'O' or move on 'LMB'; pray is fine on 'Q'
-Is there a reason for praying to Jesus specifically? Because to me it seems as if Hope could also pray to Patecatl, Epione, Tàiyī Zhǔshén, Nintinugga (to name a variety) or the Lord of Light (GoT) and achieve the same results.
The goal of the game is to complete two objectives at the same time (being at work and being at home). The dialogue with the NPC's changes the story of the player character and if work and home (the buildings on the far left and the farthest on the right), you can go to the right building and complete the game.
In theory. Because one NPC is accidentally deleted instead of the car in the tunnel and you might get stuck on your way to the building on the right side.
If you want to see the end of it, then you can play the other version, which contains fixes for the gamebreaking stuff.
The jumping is too high. I've noticed that too. Im now working on issues where jumping and climbing have undesired effects when combined, and until I've fixed that, I can not make jumping right. But keep in mind not to let fixes on the other version affect you're rating here. But it might make you help understand the game a bit better.
Im sorry for the late reply the internet in my city went down.
The wallhack happens, when standing to close to a door. I believe this is either due to the Projectile exit point being on the other side of the wall or because of projectiles glitching through the wall or because of the speed of the projectiles, when they exit the gun. The latter could only happen if projectiles slow down over time.
Regarding Colliders on Background Objects: I should probably go to sleep.
For me the game was easiest, when I did put both cubes in one corner, which defies the purpose of having two cubes in the first place (:
Oftentimes enemies cannot even hit you, when sitting in a corner, because they cant shoot that way (e.g. 1st & 2nd wave: blue cube in the first corner counterclockwise, red cube in the second corner clockwise (starting counting at top) = win)
Another thing problem to difficulty might be, that waves are totally predefined. Allowing enemies to be of random color might align difficulty more, because then you could not plan ahead.
Unless planning ahead is intended, that is. In that case the difficulty alignment might be better, when adding more waves in strategic positions to force players to move their well placed cubes.
I'd would suggest the forcing of movement and the strategic approach, because it could solve both issues (cube "fortresses" & difficulty alignment). Also there are a lot of browser action games and emphasizing on the strategic aspect of might make this game really stand out.