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Fleech

11
Posts
9
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A member registered Aug 22, 2016 · View creator page →

Creator of

Recent community posts

>I have an idea that might make the swing direction feel more accurate. Maybe instead of locking in the direction the moment you press left click it will continue to take the mouse input and update the direction for a brief time after clicking, and then lock in.

i actually had this implemented before but broke it right before the build im definetly including it next time around. basically if you spam left click he will just quickly swing back and forth between the chosen swing vector. i want the pace of the bat swinging to be deliberate and methodical but i will include more basic QoL stuff. there were some very good suggestions in this vid thanks a lot for your LP's

yea improving the bat physics and impact feel are my top priority  right now, im also going to do a big overhaul on the throwing mechanic and improve the animations and sound. i'll probably have right tap for a quick toss and hold right click for a charge and hold toss that goes farther.

with his arms outstretched ;)

theres some trickier flipping moves, and wall jumping you can do i'll explain how to do those things more in an update hopefully with a tutorial. the boss requires 3 solid hits to his body to die

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thanks or playing, yea knives were a mess in that build i was scrambling to get it out, i'm putting out an updated build shortly that fixes most of the issues people were encountering on this one. i could display a small price tag number over each item above the "grab" icon for more price transparency.  the help-u bots are worth 8000$ dollars each i just estimated what the items would be worth lol. 

scary gardener tales 1 ended up being one of my favorite agdg games, i really enjoyed both of these, and i love the soundtrack.

did you come up with this hacking mechanic? i love it, its hilarious. not many specific complaints, i would also say the player movement speed is a little slower than it could be and could be tightened up just a bit.

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i had the most fun with this demo of all of entries, this reminds me of ziggurat. the little details add up and there's charm everywhere, the sound and visuals are great. some negatives: the jump height is frustratingly low, the areas feel a little too cramped, if the arenas were twice as large as they are now that would be more fun i think. a few of the enemy types have too much health for how easy they are to fight. some of the enemies have very long pauses between attacks and movements. maybe increase their attack speed, movement speed, and attack frequency but decrease their health. i would also suggest changing the itch icon to be a screenshot of the game, or something to indicate its an FPS, as i almost skipped over this one thinking it was a genre i don't care for.


overall its a great start and i like these kinds of FPS's and this is a good example of the genre.

i made the level in a few hours because the jam deadline was pretty close so i didn't have a lot of time to playtest it, i'm reworking areas now. i'm going to start the player in a reworked starting area that gives them more space to mess around until the level starts, and i'll be adding checkpoints and enemies

i added some indicators to direct peoples wall jumps better

the panned out camera isn't supposed to be in the scene but i left it in anyway. i'm working on making the legs more consistent generally

worth the wait.