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awhore

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A member registered May 12, 2022 · View creator page →

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Thanks, yes it's abandoned for now, I have been working on some actual gameplay but I'm not going to rush anything

Makes sense and sorry about that. The quest version is really the only VR version.

I've taken some time off from developing, but if I get back in I'll work on a VR PC version, I don't imagine you were the only one wanting this.

Yup that's it, good eyes.

Hey,

The android build is for Quest 2 only.

I think I'll just remove the android tag.

Sorry.

Hey thanks.
Sorry the android build is VR and for Quest 2.

I will update the name to make that more obvious.

What device did you try it on?

Cool cool, well I look forward to trying it next DD.

(1 edit)

Very cool idea. I think I would have climatied better to the idea if I had a starting area with lantern refills before delving into an area with no refills.

Some nice traps to reinforce that you need light, fell into a tar pit (I think) when I slacked off, pretty clever.

Health/ Stamina bars don't seem to refill after hitting zero, thought I had run out of stamina permanently before running showed that it was actually full.

Played with Hue lights for maximum light immersion. 

Very nice, and I like the look and feel. 

The combo enemies were nice, took advantage of the idea well.

Probably just me, but I did find I spent to long aiming (mouse) and would die off quickly.

Very cool, maps were the right size and the swarms of enemies kept me moving about. Right balance for tempting to shoot through a crowd to get to a gun.

I would say that duplicate guns should be combined, if I have a half filled bazooka it would be cool to run over a new one for a refill. 

I'm afraid I struggled.

Moving forwards, but stopping to turn meant that I could take down the ants quick enough. Wasn't sure how to use the potions too. Was it correct to attach with the little ghost? I didn't  seem to do much, and when I did finally win, 3 ants would  come in off screen and finish me off.

I'd like to see more, but it was tough get to the third screen.

Nice, worked well and the explosions added to a sense of tension.

It was hard to get going without a starting magnet, but once I had upgraded that I was able to progress a lot more.

It did feel that after a while enemies were despawning before I could kill them and the zoom out became too high towards the end.

Good fun.

Nice, got to the end. Was a little lost a first, but it clicked soon enough.

Accepting damage going through the red dots was annoying, kept trying to squeeze through.

With the right atmosphere and few levels could be a nice thing to play through.

Thank you. Yes I agree it's a big undertaking, at the moment I'm focusing on hardening the demo I have, it's a bit too buggy and it's not clear what's happening.
Slowly but surely I'll move towards a real game, but it will have to be delivered in little batches like this.

Thanks for playing, yeah the response so far has been focused on the usability, player instructions and various bugs. I'm working on tightening up what there right now, make something of a vertical slice of the interactions and then start work on the game side of things.

Can't promise I won't work on the fetish fuel, it's a motivator for me.

All fair comments, I really wanted to get something out for DD, but in order to make it I had to cut a lot of corners and leave a lot unfinished.

Focusing more on stability and user communication instead of the next feature is something I've learnt from this. Thanks for playing.

To be honest, this is a sandbox demo, having a space where you can mess around and see how things is exactly the point and I'm glad you got a (probably cheap) laugh out of it.

Thanks for playing, glad you enjoyed it. 
It's still very early days, and I agree the physics driving the motion of the character still needs work, you can get certain joints to twist right now.

Hope you enjoy what I can add next update.

Agreed, there's maybe 2 minutes of content there. I will be working towards a new update end of the month. Thank you for playing regardless.

Thanks for playing and thanks for the feedback, certainly something I will try and address.

It could well just be my mouse. It felt like the character orientated immediately, which allowed for fast paced movement, I wouldn't remove that.

But I did mess up my jumps a few times due to my mouse having moved a bit during the jump (I think). Could well be I need to practice a bit more.

I don't think either are wrong. Adjustment time would allow for more scripted jump sequences, instant move allows for a higher skill ceiling.

Cool, that's actually a very clever way to keep attention coming from agdg. I'll tuck in tomorrow.

Very nice game, solid too. I like the tone of the start and the shift to the crimson world was unexpected. I got up to the forest, and I'm looking forward to start fusing monsters.

Tight controls were nice and very fast paced, very responsive to the camera, perhaps too much?

Missing a jump, but getting the wall jump -> dash was a nice "extra life".

Thanks for trying, and yes, I need to work on how I communicate what you do.

Press enter to bring up the mouse, click on the button to spawn a potion, drag potion to the characters mouth to trigger the effect.

Grabbing her can help bring her to the same plane as your bottle grab.

Just finished, really great and I can't wait to see how you flesh it out.

I did find the budda puzzle confusing, got it by trail and error despite noting down the order...

I would also replace the "me" with the given name, I wasn't sure if "I" was still about to appear at some point 

Looking forward to the rest