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danielhuang

12
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1
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19
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A member registered Aug 12, 2017 · View creator page →

Creator of

Recent community posts

Now the plugin requires C#, mono version of Godot. Is there any plan to make it work with standard version of Godot ?

Thank you for pointing out the problem, appreciated your comment.

Thanks, I've watch the gameplay, you have some nice opinions especially about the boss fight. 

Maybe for a game that is meant to be hard, I should have design multiple bosses with decent increase of difficulty. Or else if the game is meant to be short, the boss level should not be too hard. I'll keep that in mind.

Never encountered that bug, maybe you can try relaunching the game, what are the specs of you PC?

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Thanks for playing my game, sadly the version you've download is in the hard mode, it may be too tough for non-experienced fps gamers, as you need to shoot the boss while it's attacking to deal full damage. After receiving lots of feedbacks I've updated a difficulty selection, your gameplay video helps me to analyze  how to tweak the difficulty too.

Thanks for your feedback,  actually I made the shake-off to be trigger once and get rid of bugs after the character animation is finished, but I'm aware there is not enough visual feedback to tell the player that they don't need to keep shaking the mouse once the animation is triggered. So all the gameplay video I see here are players shaking their mouse like nuts, I had to admit this is a design flaw. Thanks for pointing this out.

Yeah I've received a lot of complains about the game difficulty, personally I think there's no point to enable strafing/reloading while sprinting, otherwise player can just be sprinting all the time. But this particular limitation is what makes the game too hard. So I pushed a update today which implements difficulty selection, in the easy mode, you can outrun the pests even when walking, so if moving correctly, without sprinting you can avoid contact with the pests. Hope that makes the experience better.

You mentioned it might be better if running-reloads are slower or have some downsides, that could be a better game design. Sadly it'll require rewriting a big chunk of code to implement that, frankly I'm not going to investigate that much time in a game of this scale.

Also I lowered the shaking intensity needed for shake off action, many people include my friend had reported the mouse shake is like nuts.

Thanks for you suggestions and feedbacks.

Thanks for your criticism, I've implemented difficulty select at the menu now.

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I thought the trailer and screenshots up there had already been served as a warning lol. BTW great video, I can even learn some English from your vid. 

About the type-fast dialogue you mentioned in the video, I didn't consider that feature when I code the dialogue system, it's impossible to implement this functionality without re-making the whole system now, which will take couple hours. I tweaked the dialogue for slow readers, but I forgot most experienced youtubers and gamers are fast at reading and speaking. I'll keep this in mind when I develop my next game.

Thanks for your reply, I've implemented the difficulty system now.

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Thanks for your feedback, actually I've been play tested this game over hundreds of times, so I'm pretty numb about the difficulty of the game. For the boss battle, the boss will turn vulnerable when it's preparing to attack, you need to shoot it while it's attacking, I vary the gun hit effects  and wish the player to find this out.

I'll take your suggestions and make a new update, probably adding tutorial to tell players to attack the boss while it's attacking, and lower the difficulty by increasing player's endurance (So it takes more time for pests to take you down). 

Thanks for playing my game!