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denseacat

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A member registered Feb 23, 2016 · View creator page →

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Amazing. Liked atmosphere alot. Reminded me of Mystery Flesh Pit National Park from the 80s. And you managed to capture the feeling that i like in such type of games. No exit, no hope, and unfathomable demise coming. Thats so intense.

btw is there any way i can contact you? discord or anythin? i have discord server if you want to chat about this.
and how do i access the damaged(burnt or ripped apieces) note you-know-where?
There is invisible wall surrounding it. (yes i got onto the rig's rooftop)

no ending?
also why not use actual comments module instead of a thread?

unplayable controls, sadly.
and there is no way te re-bind them in settings.

TLDR: yep, its playable and finishable little platformer, unpolished, but good.


Hello. DIsclaimer:
I do understand this is your first steps, so dont take comment as offense, instead, treat it as a list of things to look into on the next update \ project.

Graphics are not good. Cant see shit indoors. Too much "reflective metal" surfaces and not enough of actual colored surfaces?

AnimBP is not set up. Pawn isnt rotating properly. This results in boost(E) boosting player in random direction, instead of desired one.
This is not accepted behavior for precision platforming game.


Camera attached to waist, not shoulders level means camera gets waist level and into characer when standing close to an obstacle.

Disappearing / transparent character model usually is used for this.
Interact icons are unreliable,they do not response properly every time when i tried to interact.

Having a limited supply of something(oxygen cans) and respawning player in a level instead of respawning everything else aswell - is no good. its a way to get player softlocked quite easily.

Thank you for your time and good luck with gamedev journeys.



(3 edits)

Very interesting.  Complex stuffs, rare thing to see, like it alot.
Controls however.. swap vertical from  W+S to Shift+Ctrl. alot of spacegames do it this way and it is more convenient when you getting in \ out of magnetic locks. sound of magnetic locks is... switch sound? not metallic CLANG. 
Where is me flashlight, brudda? its space, gib me flashlight.
Also, gun and helmet edges are constantly lit and  blinding. im in completely dark room, why they are shining like dat?
Flashlight seems to be bugged for me, does not illuminate surroundings, only gun and helmet..
Pointers(arrows?) on different gauges are black, but they usually should be emitting light just as numbers( gauges in airlocks especially)

getting out from pilot seat disables main power, lights? is fuels still being wasted? why even disable it? how do i supposed to navigate bigger ship if lights go out...

Also. Google "vacuumorph".  These.. things kinda looked loke one, so i thought maybe i give you a hint. Vacuumorphs are easy to model and scary as hell.

Very cool, please continue to work on dis!

Is this... is this offbrand Breathedge from aliexpress?

Thats the wonders of internet rules. If you put something on internet - its stays there. Forever.
Im hoping you will continue this, or release sources if possible.

Whoever was responsible for camera work - DIdnt test this. trying to shootinto distrance blocks view with your own body completely.
Whoever was responsibel for UI indication - requires more work. next time rotate BODY on indicater and not turret, aight? I know that my body is facing FORWARD. its the ONLY way it can face. Other than that, decently made smaool demo, sadly, no way of repairing

Minigun(rightlcick) isnt acutally a minigun but a singleaction repeater

I just noticed. its been a year since you posted this, but still.

so. "feed bacc"
tldr : I liked it, you can easily get back to this and expand and polish, and it will become very good shit.

VERY JUICY gun, textures, envriomental textures. J U I C Y.
You played doom and you liked it, thats good:)
I see gun behavior and design is inspired by doom rocketlauncer shotgun. kool.

gun lacks projectile rendering, muzzleflash.
No indication of rockets chariging aside from sound.

enemies are okay, just not really fitting wiht textures that are glowing. i'd prefere same dark industrial as walls in corridors,, with glowing bits. When enemy gets killed, i should be able to go through body, so are drops.

health and ammo pickups are spawning midair or ON CEILING quite often, and i was able to pick them up by jumping and hitting head on ceiling.

I wish there was more indication when im hitting enemies, like stagger or more particles, or enenimes grunting. Sadly no indication of current money aside from shop widget.

sound balance is off, music is too loud and overwheling other sounds. steps are barely hearable(if thats a correct word)

You know about the navmesh problem, ive seen you asking about it. I encountered same shit developing literally same game aswell.  dunno how to fix it.

And PLEASE enable frame limiter on this and all your future projects. my pc tire to took off into space renedring 300+ fps. 60 would be more than enough :)

<3

definitely flesh it out via book and design documents. and visaully, aswell. I got Flesh pit vibes https://www.mysteryfleshpitnationalpark.com/  . Definitely improve upon this concept. it is worth it in long run. 

Havent seen text games in a while. I.. kinda liked it alot. interesting universe, even if i was exposed to it for 5 minutes. Is it from the book or something?
I liked that there is mood syste, but i never encountered any influence from it?
Very cool.

This was VERY well done. loved it. Took few tries to get used to shotgun mechaics, but only minute or so. I liked gun angling when player looks left or right. HL sounds brings up nostalgia, myst and visuals are amizingly fitting, i liked it. second monsters are sometime WAY TO FAST, but eh, ig you already know. I gonn follow your project, i like this.

Sounds of footsteps are a bit off... with their volume. 
Interesting enviroment. Not as rich as could be, but its still interesting.
Flashlight looks too far down when running. Maybe add something like a spring arm to it, so it doesnt sway as much and as fast?
KillZ is very important. I found a hole, instead of a door, and fell through world.
Seen not so scary monsters, never reached end of game.


Nice visuals. Obv you trying your skills in this. The monster was noclipping through the walls. no bueno. Also no prep time before monster starts chasing you. And no ending, game jsut lcoses. at least show screen with "you escaped"
No attentuation on monster's footsteps? theyre playing right where player is it sounds like
Again, nice visuals

Wtf did I just experienced

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Interesting. It shouldnt be THAT generous lul. 1 protein bar per 1 completed task. sometimes no bar at all. i will look into it, so it was jumping task, thank you very much.

uhhhh what task did you broke? Can you elaborate?

Hey, I made similar shorter game bc i played yours. if you interested, check it out.

This is unexpectdly VERY well made.
I got hooked on story, the gameplay is very good. tooke me a while to get used to mouseaim, but when i got it, everything went downhill. this is a very good game, visuals are amazingly good and fitting, combat is PUNCHY and fast as fuk boi, story is very interesting.
10\10.

Good. something new from your old style, interesting. Short, yes. interestin... choice.

I geniunely enjoyed it. Wish there was more to this, story?More content? buildings to explore on foot? a bit more deep mechanics? Like fuel(fuel cells), amutition, laser crystals, something.
Atmosphere and enviroment are very fitting. 
The "unzooming" was... a bit awkward. wish it was inverted.
The cockpit lacks pixelated texturing.
Trees are too detailed imo. lower LOD was looking better. Needs more foliage variety, more enviroment objects. on foot battles \ exploration would be nice.. oh wait, is this titanfall im talking about? i never played it, maybe now its time.
Very well done experience overall, nicely done models, combat feels CLUNKY AND HEAVY AS FUCK, as it supposed to be when youre inside HEAVY AND CLUNKY AS FUCK MECH.

10\10.
Would love to see continuation.

You... uploaded html file? rly? where is the game man

you nailed the atmosphere, amaizngly scary. i liked it. Was lowkey explecting THEM to twithc\move suddenly at the end circle. For some reason

Walking sim.
Man, some nostalgic vibes on this one. Decent controls, thanks.

I found 2 of strange green "artifact" looking things, 5 bodies, returned back onto 1st floor, nothing changed there. Thought i was tasked with body search and artifact?


Some things i noticed.

If you hug the central railing and look 40 degrees to the left, while presing W+D, you will "slide" on railing, increasing your speed.


youre ingame description of staircase and enviroments does not match ingame stairs and enviroments.. you wrote it..

"lightsource is necessary, since there is no light fixutres" And yet there are lights.

and general shape of staircase doesnt match the thing...
 but whatever. Game felt allright.

Good job and thank you

It is noticeable that you tried new things, and  the game was interesting and good.
Nice job, mate, keep it up!

Tackling new gameplay i see. Interesting. 
Empty gun needs to do dryfire sound when attempted to shoot.
it is possible to get pushed down from last building if you sand close to the edge where hands spawn.

last 2 enemies need to have some kind of visual  or audio feedback when hit. twitching, roaring, whatever.

I enjoyed it, good job man.

killing alien with an axe crashes the game.

i see. Felt like i supposed to drag off the ship...

its impossible to do full charge in the necessary direction, since i cannot drag my mous off the monitor
https://streamable.com/m3z3on

Interesting. since i just replicated that, maybe im stupid, but it just doesnt work.
https://streamable.com/m3z3on

secon level is unfinishable. Did you tried ANY testing beforehand?

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rotating conveyor belt doesnt update its connections it seems, i rotated one segment into another that was "draining" itmes from   assembler1 already, and it did not drain items from assembler 2 into the "inventory"

when scrollin down in certain inventories screens, when you reach "bottom" it kicks you out because you "zooming out" from the vehicle.
For example, when you selecting something for conveyor pipe and material you need is at the bottom of the list...

When resource is completely mined out, the scanner still shows name of it, even if its nothing left there

there is no button to "stop\start" any assmebler or furnace or whatever. It would be convenient to have such things.
there is no price for transmission lvl2 lvl3 yet
Aluminum doesnt get mined,j ust disappears

Why you putting such things in here? Whats the point? also lul.

Player controller is quite strange and often turns you around unexpectedly. 

You use camera to drive the character, but its way better to implement other way around. THis especisally noticeable when camera close to the walls, or when you crawling in 1st levels L shaped vent. one mouse move and you do 180 degrees turn.

Mouse smoothing is bad. Sudden loud music in starting area corridor is startling and too loud.

Maybe make fade out distance way bigger?

Adding grappling hook and attachment points high up on ceiling and NOT LETTING PLAYER TO LOOK UP is bad. Dont do it.

 Animations speed looks way too slow compared to movement speed. I can shoot while i crawl without animation of gun being drawn.

If after completing first level you select to go back, it breaks game , you pickup grappling hook but it never appears, effectively softlocking the game. UI should be either on "screenspace" or ontop the world renderer by Z judgement.

For now, ui can clip into world objects(talking with joke robot and looking around shows that).  

Mouse cursor never gets hidden, this is really bad, it often allows me to click outside of the game screen and minimise it?

reloading same level after finishing it will break alot of stuff, have you playtested different player behaviors?

Platforming with such controller.. just no. Please. Change the controller. Add the air friction, it is VERY important in platforming.

Subtitles ui ontop is very rare thing...and they dont take 50% of screenspace, effectively covering character youre talking to.. usually. Font itself should be saller. Google about safe frames,  basically, add free space to sides of screen that are free from text. its hard to read in this condition. Spaces between wagosn are perfect for "checkpoints" respawns.

Its very annoying to having start from scratch every time you got caught Ifinitely spawning enemies in cowboy city...

Interesting game, needs polishing.

Interesting(albeit unfinished) concept. Looks like my summer but less alive, and less detailed. 
Nice techdemo.

Bugs:
Car's hierarchy doesnt matter, as long as you have 1 complete engine and 2 wheels - you can drive it.
no brakes necessary, they will still work even if you didnt install any. literally nothing else needed.
Physics are... questionable, vehicle is way too bouncy and light.

cant fasttravel on the map while inside the vehicle.

Ingame UI is stylish, i like that. Fonts are bit hard to read from get go tho.

Cant close the door while inside the vehicle, lul.
IF you exit vehicle while it moves or you giving it ANY input - it will continue to drive infinitely.  

Good concept.

Intro cinematic sequence too long and..boring?
and no way to skip it.
No pause \ main menu.
therefore, no mouse sensitivity controls. Mine was too high.
Why...why ignoring world standards?

Im talking about T for flashlight.
There wasnt any tutorials or layots presented ingame so i did not knew until i looked at the GAME page...

Map is realistically big, but thats..boring. no fast travel options such as snowmobile or anything.

No indication for the stamina status, and exhaustion. Not even breathing.

and.. i got stuck.

on first objective, i guess. There is no prompt or anything, except on the back of this i can knock on the metal..

Dihering was cool.
Visual style is cool

Overall a bit too dark for comfort.

Sfx were cool.

Oh, and one more thing... Chicken.fbx says hello!

As a game it was.. an okay game? there was a gameplay.  a bit spooky, even!


Camera focal length is messed up.
Movment controller is messed up
waliking to the left or right is 2-3 times faster than walking forward.
No mouse sensitivity controls...its not enough by def for me.
Train is distorted visibly(scaled up on vertical axis.
"Press E to talk" should be NOT dialogue window but simple text promt, its confusing.

no footsteps for anyone.. Not enough ambience sfx.

Sounds are surprisingly good.
Overall visuals are good aswell, materials do fit nicely with used textures, overall artstyle is very good, i liked it, Keep it up, this is good!