Nice prototype even if it's unfinished. The art style, the character models and the moving background are really cool. I wasn't sure if the blood bar UI was connected, it was hard to tell if anything was happening to it as you eat people. Keep up the effort, I can't wait to see it in its finished state!
deadongames
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An interesting take on the theme villains, it reminded me of 'can your pet'. There is a very clear artistic strength and the presentation shows that in this game. The gameplay was quite difficult if I'm honest, it's hard to make all the way to 5 stars. You will be relentlessly washing this little character and making your entire desk shake. The only improvement I would suggest is maybe a more gorey ending to help contrast with the cute theme, after all that work I wanted to a good death scene but maybe that's just me.
This is a really cool use of the theme, I like the concept of hitting them against the rock and holding them over the container. The model of the villain is fantastic and really captures the 90s retro vibe. I also like that his eyes follow the cursor and his head moves, it really makes him feel more alive and sinister.
A nice prototype, I like that the people explode into blood potions that you have to collect. If you continue to work on it, I would suggest making the humans a bit slower or maybe having a sprint function that uses the blood as stamina because it sometimes feels like the only way you can catch them is to corner them. It would also be cool to have a death animation or an end-game state for getting caught by the hunter. Good effort for your second Godot game, you made good use of the theme and I like the little voxel models. Well done!
Nice clicker game with an interesting motive. I appreciate the help window for explaining the different options. I saw a comment about making a visual system like plague inc, something like that where you could see the planet deteriorating would add some more incentive for the player. All in all, a good effort and use of the theme.
Really great game, I've played it with pretty much all my online friends at different times. 10/10 The only thing I've noticed is that sometimes the fish disappears although there is a workaround where all players can choose to restart the match by pressing R so it's not that big a deal. Well done !
Really love the monitor set up and the fixed camera angles make it feel like an old Resident Evil game. The maps are well designed and the voice acting at the start was great, it actually made me jump haha. My only difficulty with the game were the controls but I suppose it adds to that old Resident Evil style experience. Really impressive game, you can tell a lot of work went into it
Genuinely made us jump! Love the low poly style, it feels like a haunted ps1 game.
It's a bit of a mystery the first time you play of what you're actually supposed to do or how to shoot, maybe in future a tutorial / some instructions in the actual game would go a long way. Apart from that, really great atmosphere and very spooky sound design, great job!
Wretches have a 'Hit Rate + 95%' and a 'Evasion Rate + 5%' trait, I think those were the defaults, main character is the same. Not sure if this is relevant but the formula I'm using for skills is the same for all of them: a.atk * 4 - b.def * 2
I do have the invocation success rate pretty low (50%) on bare fist attack. I'll try bumping that up.
To reach the second ending:
***SPOILER WARNING***
You have to take the crystal back to the base in the graveyard and interact with a machine there to power it on. Then you can contact the SCP base, and so on ...
Thanks for the comments, I really didn't expect anyone to play this, let alone want to download it. I've made lots of changes to the game based on your suggestions since yesterday:
Updates:
- All chests are now only openable once
- Entrances / exits in areas made more clear with paths and carpets
- Enemies are now in sideview during battles
- Added some battle backgrounds to different map locations
- Gave the main character an actual name (oof this one's on me, I thought 'Main Char' was just the variable name)
- You shouldn't be able to walk onto walls / objects anymore
- Removed most random encounters (there is still one but it's in a very specific region)
- Balanced out the combat between enemies and main character
- Fixed the double attack skill
- Removed confusing cave in basement, it was just decoration
- Added some objects you can walk up to and it will show some text about the object
- The game has multiple endings!
- The outro cutscenes explain the story a little bit better
- No more confusing 'game over' endings
- Enemies that roam around the map - some are passive and will just wander around, and some are aggressive and will chase you. Interacting with the triggers a battle to start. They will respawn after a while to keep the game's difficulty up.
- Some people asked about a downloadable version so I added one as well
Thanks for the feedback, I really didn't expect anyone to like my first game haha. And I appreciate you being so thorough!
I made lots of changes to the game based on your suggestions since yesterday, some were things I just didn't realise needed to be set up in RPGmaker MV and some were just me not understanding how the combat system worked haha.
Updates:
- All chests are now only openable once
- Entrances / exits in areas made more clear with paths and carpets
- Enemies are now in sideview during battles
- Added some battle backgrounds to different map locations
- Gave the main character an actual name (oof this one's on me, I thought 'Main Char' was just the variable name)
- You shouldn't be able to walk onto walls / objects anymore
- Removed most random encounters (there is still one but it's in a very specific region)
- Balanced out the combat between enemies and main character
- Fixed the double attack skill
- Removed confusing cave in basement, it was just decoration
- Added some objects you can walk up to and it will show some text about the object
- The game has multiple endings!
- The outro cutscenes explain the story a little bit better
- No more confusing 'game over' endings
- Enemies that roam around the map - some are passive and will just wander around, and some are aggressive and will chase you. Interacting with the triggers a battle to start. They will respawn after a while to keep the game's difficulty up.
- When it comes to sound, I spent a good amount of time composing with Bosca Coeil and trying out footstep noises but any music I added to the game didn't really add much to the game. It sort of softened the atmosphere and that's not really what I was going for. Plus I like the idea of total silence until you walk into an area and a siren goes off followed by a robotic voice announcement so for now, I'll just keep it as is.
- Some people asked about a downloadable version so I added one as well