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DJ L3G3ND

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A member registered Jun 18, 2022 · View creator page →

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any reason why?

sorry I missed this reply but thanks lmao I often like little things like this, people find it hilarious in TF2

Ive never really played this genre of games so I was a little confused but it wasnt too confusing to play, Im most impressed by the pixel art tbh its very clean and consistent, and great animations

took me a minute to understand but I worked it out, its pretty satisfying lol, but would be even more satisfying with some kinda sound effect when two parts connect

thanks for the feedback, Im glad you liked the tutorial since I didnt really know what I was doing lol and was just hoping Id explained things enough. the music used isnt actually mine and I guess I shouldnt really keep it in the project much longer but ideally that is the type of music Id want for it officially in the future.

now that you mention it, I think I forgot to even properly explain how to switch weapons, but one of the level descriptions mentions it. ironically, after the tutorial. I have tried out a blocking mechanic but I couldnt figure out how to make it very useful instead of just attacking first. every time Ive tried to make the combat more complex it kinda just becomes more confusing so Im not sure I want to change it too much now but I could explain some things about it better. I was interested to see how people would manage when suddenly faced with a bunch of sword enemies.

and yeah, Ill definitely add a little popup after you die, currently you can hit enter to restart but I didnt really explain that anywhere

thanks for the detailed feedback, I often forget about things that I havent explained; when your head exploded you might have accidentally hit F, I was using that for testing but I never took it out, unfortunately quite close to the other keys

  • I think my friend had the same problem, I should explain in game that you dont actually have to be facing the wall to wall jump, I think thats where people are having the problem but admittedly the controls are a little odd since it was originally more of a shooter
  • honestly not sure why steam vr opened but I must have set up some steam integration at some point, I think unreal likes to do that
  • didnt get around to setting up proper editor ui yet, currently you have to playtest with T and then use the normal pause menu
  • thats a good point, Id never thought of it this way, Id been focusing on the sandbox element a lot so was planning to have the character creator easily accessible and then a community levels tab next to the official levels. funnily enough Ive been inspired by Happy Wheels a bit in that regard and now that I think of it, Happy Wheels' Play button is much bigger than the rest of the options lol
  • thats interesting lol I never actually used my controller on this, the animations check for if youre holding a movement key
  • you can hit enter to restart the level when dead but thats another thing I didnt explain properly yet

but again thanks for the feedback and Im glad you enjoyed it, Ive not been very motivated to work on this so this is good to know

pretty satisfying sound design, I dont have anyone to play it with so I just played as the tank but I can see it being fun for 2 people

weird, looks interesting though, I like some of the ideas

woah thanks, great to hear something positive about it lol. admittedly I havent spent long with the generated level so its a bit unfair having to instantly fight a bunch of sword guys with no weapons, main thing is to keep kicking before they can hit but it wont always work against lots at once. I honestly think the movement is often more satisfying than the combat, so Ive been wondering about the best way to design levels in general

very satisfying gameplay even with how simple it is, I think this kinda thing would work great in horror since you cant run away

I think so but Im not sure, I looked in every room but it seemed to be the same one running to a different spot each time

thanks, I wasnt sure if anyone would find him lol, its a drawing of my cat that I made before. and yeah you can actually use the rope to almost "pogo" along without touching the ground. funnily enough I wasnt thinking of limbo at the time but I noticed it was similar

thanks Im glad you like it, I didnt really think about checkpoints since the level was pretty short and I mainly focused on the endless mode. also I forgot to set the music default value to 1 so it just sets to 0 but you can turn it back up in the pause menu then itll stay up

this could have been fun but level 3 was just unrealistically difficult. I dont see any way of getting past that 

I dont know what to do but I love how it feels like it was made in the 90s 

cool concept, although Im useless at puzzle games so this took me a very long time lol. also level 3 seems to softlock if you dont do it in the right order? but maybe thats not a problem since once the countdown crates are introduced the whole point is to do it in the right order anyway

love the concept lol, I knew what was about to happen as soon as I saw the street corner, and the pathfinding mechanic is pretty creative, never really seen this done in games I think. would have liked to see them run into each other and meet at the end but I guess you didnt have time, the intro was great though

thats the default unreal skybox so probably just a screenshot of the model in the editor lol but still not bad I guess

a bit dark lol, and it seems all you need to do is run to the basement and spam e on the saw thing? everything else is slower than that. also, seeing her hop around with one leg and no arms reminds me of Ben and Ed lol

personally I would have disabled shadows for this because it seems every object in the map casts shadows, and Im not sure how many lights you have. settings shadows to low makes it run 100 times better

enemies cant usually pick up health lol

generally happens with small games

cool idea, I dont think Ive seen something like this done very often (maybe Doom Eternal Battle mode?) but I dont think its possible to kill the "player", which I guess makes sense actually, and I like the detail of him going to get health

this was hilarious to me for some reason, especially the stock images lol

pretty funny, although I wish the monster seemed scared in some way, and the pictures on the walls are hilarious. also a couple of times he got stuck and I was able to spam pictures right in his face which was hilarious

so cute, I love it, most of my game projects are a similar theme to this. also, the concept reminds me of that part of Beetlejuice 

hard to rate enjoyment when you wanna CRY! (dont worry I rated 4) pretty creative overall and as other people mentioned its cool to do everything with just clicking

oooohh I didnt realise thats what was happening with the getting out of bed

great art and music, and gameplay was pretty satisfying too but seems too hard, not sure if its just me

thanks, Im glad to hear that, and also some other people have mentioned difficulty, which is fair enough since Im used to how to play my own game so I make things too hard lol 

thanks, I did consider making the spikes bounce him upwards and take 1 health, but it was hard to tell how difficult it was since Im used to how to play of course, and its not a very long game, maybe Id do that in future though if I continued this/made something similar

thanks, thatd be awesome lol

hilarious concept lol

actually the goal is to take out all the drivers, they can crash into things and explode

pretty fun considering how simple it is

WE HAD THE SAME IDEA

I cant believe how similar the names are too lmao 

lmao cool idea