haiii <3
CheeseBaron2
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Big fan! Good music, nice sounds, neat writing and very great pixelart! Reminds of me live a live for a little bit somehow. Beat the first boss and put it down for now.
Found an odd thing:
In the top right corner of the town map there seemed to be an oddly scaled up building and a discolored path of ground, and i could enter a door there and it restarted the entire map. Not sure whats up with that.
And heres some personal suggestions:
-You GOTTA somehow tell the player they can pick up the ejected bullets from the ground, especially since thats the only way to get ammo out of the lever action rifle. Probably easiest to do so with a checkpoint hint or by putting a pickup prompt onto them.
-Some more direction on where you should go would be appreciated.
-Think it would be neat if you could twirl your knife with the mousewheel.
-Also would be nice to be able to dodgeroll over crates/logs/whatever other low cover.
-Maybe somehow allow to pour contents of one bottle into the other so you could merge 2 half empty bottles into 1 full? Not sure how to do that though.
-Also maybe either disallow picking up empty bottles or maybe allow to throw them as a last resort.
-And also it very much might just be me but the first revolver feels a bit inconsistent with how it controls compared to other guns, primarily that loading/unloading a bullet is 2 separate buttons where everywhere else its 1 button that does both, if you merge them and move the closing input onto the right mouse button (which would also be consistent with how you need to press RMB to open it in the first place) youd also get space to allow to rotate the cylinder both left and right. Not sure if the awkwardness was intentional but heres that i guess.
Overall great demo and i will be awaiting the full release with glee!
Dumb question i know but wanted to be sure since technically then im not the *only* one who made the game. Want to ask some people not participating in the jam for things to add to the game, but obviously would do the actual work on my own.
Also just freesound.org is a nice site to get sounds from but theyre recorded and submitted by other people onto there so also checking if its allowed to use.
Hey there, just exported my game to send a small test build to a friend. Its about 2 scenes, like 5 nodes total and 1 script file (no audio or images), yet the filesize when zipped is a whopping 25 MBs.
Feels like thats a bit much? Is there any way to reduce that or is that just a normal thing you gotta live with?
Im using 4.2.1 and all the default settings for Windows runnable export.
2 (almost) immortal fuckers repeatedly shooting each other with a shotgun.
And im all here for it, because i find it hillarious tbh.
Love the aesthetics (even if i had to play with the opengl render).
Love the animations.
The gameplay is fun, though i must admit its a little annoying that phase 1 feels kinda pure RNG but at least its short enough that you can retry it fast.
Audio is snappy. The muffled phat beats really make it feel like youre in a backroom of a club and the music changes at the end makes it feel even more stressful and climactic.
It feels like theres something more going on so perhaps there will be a continuation? But even on its own its a nice quick thing.
Anyway epic game
And epic dev
Godspeed
Option to toggle fullscreen/windowed would be nice (the game seems stuck in windowed mode but the window is so big it gets a tiny bit cut off by the taskbar at the bottom of my screen,)
And also the first ever attack you perform freezes the game for a few seconds (presumably to load all the effects and animations)
Otherwise very lovely and neat
A captain shall not tolerate a mutiny.
And can i forgive myself?
Yes. Yes i can.
Very nice for a gamejam game!
The teammate sounds probably should have been made quieter than the player sounds but otherwise no problems really. Good job.
Still no clue what the teammates were talking about with the "did you hear that?" stuff though.
Quite nice, the graphics are decent, and the mechanics work nicely. The music gaining more layers as you progress is a very nice touch.
Admittedly it was a bit awkward at first cuz i was using WASD and had to hold Z to pull the companion closer but then realised i can use arrow keys. Also the lack of any sort of death animation on contact with spikes is a bit jarring but eh.
Overall quite a good job!
Its a pretty nice little game, though theres some small annoyances.
Its a bit unclear how to reduce the redness of the ring, and also i couldnt seem to close the end screen and had to open task manager to do it. Also the game has a folder labeled as "do not ship" which im pretty sure was not supposed to be packaged with the game.
Overall its somewhat comedic and doesnt have any super glaring issues. Good job!