Simple and easy game, but fun! I could totally see it as a best seller for the vic-20 back in the days :P
David Jalbert
Creator of
Recent community posts
The alt fire button is indeed intended for a secondary attack mode for weapons that support it. Right now the weapons that are available don't have a secondary attack, so that's why the button doesn't seem to work. Those that do have a secondary attack mode are secret weapon upgrades that can be found in the secret levels. The next update will have one by the way ;)
https://davidjalbert.itch.io/extraneum/devlog/324827/early-access-is-officially-...
I'm happy to announce that my old-school first person shooter Extraneum has officially entered early access and is available to purchase! It's also 50% off for the next 30 days!
If you like cute chunky pixel art blood and gore, go check it out, you won't be disappointed 😁
Thanks for playing, and for recording yourself play! You're pretty good, although I'd recommend to slow down a bit next time haha!
"Are we able to view the remaining enemies / secrets on the level while playing the level? I couldn't see anything about this in the menu so assume not (yet?) :)"
Actually that's a feature I'm going to add in the next update. Right now the game only scans the map when the level starts so there's no way to see the stats on the world map, but I'm writing a script to automate it. So in addition to seeing the number of monsters/secrets/etc. on the pause menu, you'll be able to see the stats on a new level on the world map too.
I uploaded my game in alpha this summer. I only had one level, but I figured it would be a good way to gather feedback to release it early, and it was! However, I was wondering what I should do when updating the game. Is it better to upload a generic filename and reupload the same, updated file with each new update? Or should I delete the old file and upload a new one? I noticed the stats on the dashboard disappear when you delete a file, so I assume it's better to just reupload with the same filename? Also, does it have an impact on how the game is displayed on the main site, and which position it has when browsing?
Thanks for letting me know.
I did release a Windows 32 bits version shortly after your comment (sorry for not responding until now), along with a OSX and Linux build. The stats so far show that these builds are downloaded roughly 10% of the time compared to the Windows 64 bits version. Considering these downloads come most likely from people actively searching for them, that's not a whole lot. It's also worth noting that I don't currently have a way to test the 32 bits and OSX builds, so I can't officially support them.
Realistically, I'm afraid I'll only be able to offer the Windows 64 bits version in the foreseeable future.
Thanks man! I'm glad you enjoyed my little demo!
To be fair, that passive aggressive comment was not very mature of me, and I'm sorry that it was my go-to response. OP is absolutely entitled to their opinion. Well, except for the part about "taking a base level engine and kind of tweaking it". The game is made in Unity and all of the coding is custom-made by yours truly, with the exception of the pathfinding algorithm, which is made by Aron Granberg.
Bottom line is, I'm going to try my best and keep a professional attitude in the future. 😊