Super fun! A very nice zone-out kinda game and was always piquing my curiosity whenever it offered up the upgrades. Agree with the other commenter that this could be fantastic on mobile.
cheesycoke
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🙏love reppin' godot with my splash art
Thank you so much for the feedback though!! Yeah honestly for future iterations, alongside the obvious of just adding More variety between enemy types, rooms, weapons etc I definitely wanna give level generation a complete overhaul. Make it more interesting and especially give myself more control over it. Pretty much followed a tutorial 1:1 for it and it shows.
Again though, appreciate it!
Thank you!! I'm a big fan of the way some like, low budget games esp from the late 90s would just kinda mishmash photos, 3D models, drawings, etc together without much consideration for coherency.
Appreciate the feedback also! Never heard of Anger Foot but that's one I'll have to check out, and yeah I'll have to figure out that whole "rendering guns on top" thing, particularly a method that still lets guns be affected by the lighting in the world.
See what you mean about level traversal also, I definitely want to make it feel a lot "snappier" to get through and just cut down on downtime. One definite change I've got in progress for the future is having the exit spawn on top of the last enemy you killed, a la Nuclear Throne, 'cause having to hunt down the elevator is just kind of a slog. Plus, absolutely wanna change up level generation as I get a better understanding of it. Less hallways/searching, more action, having it change between "zones," etc.
Again tho, thank you for playing and for the feedback, it's all really appreciated!!
Making visuals is nothing new to me for games, I was into art, design, and 3D before I even got into game dev.
BUUUUT everything I made before has gotten music from outside sources, either royalty free tunes or getting the okay to use songs from friends. I was about to go royalty free this time, too, but the DIY nature of the jam encouraged me to actually make my own tunes for the first time.
It's not great music, but it's my music https://cheesycoke.itch.io/hostel-west-coast
There's a little outsourcing. Some free-use code, some Freesound SFX, a couple stock photos for added flair. But overall, my baby.
The limb cutting mechanic to basically "budget" your actions ahead of time is SUPER cool both functionally and tonally. It also felt really nicely balanced in terms of how many of each "skill type" you got.
Could be super interesting expanded into a full game, would love to see you keep working on this!
I'd like to get myself to do either
a) Some kinda 3D third-person action combat, even if it's SUPER basic
b) Mess with procedural level generation (which I technically did in my last game but I'd like to dive into full-on roguelite room-by-room stuff if possible)
Might be a little too ambitious and it's basically down to what feels right for the theme, but I've been off the game dev horse for a while and I really wanna use this opportunity as a chance to delve into something I've wanted to work with before.
Sorry for the late response but aaa thank you so much!! The rail grinding thing was actually something I caught and debated fixing it (grabbing had a similar issue that I actually did fix) but I ultimately decided it was harmless enough.
Also yeah I'm def considering expanding on it! Got a smalllll update in the works and I think adding more features (especially extra tricks based on input direction) would be fun. There is actually a safe way out for that pit issue by holding up and pressing the flip-trick button for a lil extra air, BUT I gotta admit it's not made super clear so that's something I gotta fix. Again, thank you so much for the feedback and will keep it all in mind!