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DevinMakesGames

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A member registered Jul 12, 2020 · View creator page →

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Yeah it's something about the resolution that I have to figure out. What I am using doesn't scale well into full screen clearly so a couple assets will have to be changed up to get a size that can scale properly. Wasn't going to stress about it as I am happy to at least have made something you get me? Am looking into sorting it and other things during this week. : ) Thanks for playing.

Yeah all that polish stuff were thoughts I had trying to get done beforehand but the time limit was coming real close so I chose to not stress about it and submit at least something. Looking to fix the obvious things and add different looking enemies for shooting/point variety etc during this week : ) Thanks for playing.

Sure thing, I can work on making that option available for the crosshair. You aren't the only one to have asked about disabling the crosshairs so I'm more than happy to add the feature. 

I agree that there is not that much feedback when hitting an enemy anywhere apart from the head currently. The animation currently used is too subtle. In general a bunch of "game feel" stuff needs to be worked on really.

Thanks for the feedback and for purchasing this game! :)

That is good for me to hear. Balancing the healthkits was an issue for me and I was worried that perhaps in places I overdid it. Thank you for playing the game. :)

There is not an option to turn off the crosshairs in the settings menu. However your question has given me some room for thinking about the future potential to allow for customisation of the crosshairs. That is not something that I had considered previously and I can look into it. Thanks for playing. :)

Thanks for the compliments and thank you for playing the previous iteration of this project! The difficulty is a hard point to balance with the current system so I'm glad to hear that you found this more balanced. :)

Unfortunately despite the added tension what you have described is a bug. The ability for the ai to shoot outside of their points of action is meant to be turned off but the line of code seems to have been skipped or interrupted somehow in that instance. My initial theory behind the cause proved inconclusive so I will just have to keep a note on it for now. Once again thanks for the feedback. :)

Strange, not quite sure why that would be happening for you. Hopefully it's just a faulty download. :)

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Ah okay it seems I might have misinterpreted the build settings for the game. I'll have to get around to adding the dedicated module for Mac OS at some point for my projects. Having 2 builds for PC & Mac.

 Hopefully that would solve your issue making it playable with openemu or just straight launching it minus the emulator.

I have to assume that your bug is a software issue between Windows 7 and Unity 2019 not functioning together correctly.  It is not possible for me to recreate this problem on my end.

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Yeah on the enemy variants I want to do that for sure!  I was able to make a quick attempt with the crawling guys near the end but they ended up squirming about unintentionally haha. 

Thanks for you feedback :)

Cheers for the feedback!

  • For the enemy spawn locations I'm considering a mix of logical and illogical places for them to be since from memory the light gun games I've played used both, i.e. spawning from behind pillars/crates and opening doors/windows in the level to exit or shoot from. I think I partially did this at least with the corridor spawns. 
  • With timing I will have to try and get some mates to play test and watch how they do. Repeatedly playing this by myself led me to have the number of clicks needed to pass an area ingrained on my finger lol. But yeah for an end product the flow will be important.
  • Different animations depending on where the enemy is shot is something that I do want to look into a lot. Even if it is for another project it is something I want to learn eventually. 

Yeah that's true it does have some jank to it but I just hadn't gone point to point to tweak them all. Something to think about for sure.

Thanks for the feedback :)

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Cheers for making a video and actually giving feedback in your review!

Your choice of navigation of the terrain certainly confused me haha and yeah you were stopping short of the final egg on the path which fizzles out towards the end.

Pretty much correct on your insights on the "AI" and stuff in that nature. It was a weekend jam so I didn't have the time to design and create all the things related to "being hunted".  It's just flavour text, for now.  Originally there was going to be a timer but I didn't have time to make a satisfying payoff for failing so it was removed.

The suggested price is just the default itch.io setting. I'm not expecting people to pay for something I stitched together in the weekend (Lol though that'd be great). I'll see about changing it shortly after sending this.

The whole idea for this was me challenging myself to see if I could make a game in the hours before Easter Sunday based around my minimal knowledge of fairy folklore? I did and the result is a lack of fun but an atmospherically true setting.

In the short term I'll be making an effort to sort out the sensitivity and make an accessible options menu. Long term I'll release a proper update (an overhaul really) with actual content making this worthwhile to play. If you haven't yet played my previous title I'd honestly recommend that you don't. The same issues this game faces are present in that too. Atmospheric lack of action. 

Currently I'm looking into making another short title in an effort to wrap my head around how to make functioning AI and everything that comes with that.

So thanks again for the review and the follow. Hopefully I can make more interesting and more importantly fun titles on my game dev journey. Cheers. 

I've changed the environment so that issue should be solved now : )

Is that so? I'll see if I can go about making the current pathways more obvious in that case. Thanks for playing and giving feedback. : 

Thanks for playing my game and making a video on it! I didn't think that someone would walk through the pond to be honest. Forgot to place a collider there. You'll be the only person to see the mini dev corner in game. :)

Thank you for the kind words! Certainly one could make more changes and I did have some thoughts of developing further on the baits featured earlier in the level.  Since this is my first release I'm thinking of returning to this setting later on when I've got more experience in designing mechanics, animations etc. 

I'm glad you enjoyed the ambiance as that is what I am proud of with this project. :)

Yeah that's pretty much it. There's a couple of items by the edge of the water in other places. 

You may of not seen her at the end since she is somewhat camouflaged. But the idea was that it was baited trap.

I've not uploaded it yet. Lockdown has taken my attention away for a moment but please do follow the page if you are interested in playing when it is uploaded.

That might just work actually since I'm using Windows 10. It could be an issue with the version of Unity I'm working on being incompatible with older operating systems.

I'm not quite sure why it does not work for you. I downloaded the 0.2 version of Greenteeth to check and was unable to encounter any black screens. I'll make a note of this issue that you brought to my attention.
Thanks for showing interest in this concept.