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IndividualKex

66
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A member registered Jan 16, 2022 · View creator page →

Creator of

Recent community posts

thanks a lot, enjoyed the video!

Thanks so much for your kind words!

Such a cool game! The pov-switching was really creative and a lot of fun.

Amazing aesthetics!

Perfect level of lighting and fog, and fun, great job!

Thanks glad you enjoyed our game!

thank you very much for trying our game and your report!

it should be fixed now :)

Thanks a lot! Really enjoyed the commentary

thanks a lot! glad you were able to try it out :)

Thanks a lot for playing!

Thank you!

this has been fixed!

thanks a lot! enjoyed the video

thank you!

just uploaded a playtest for a new one if you wanna check it out

thanks a lot! a playtest is available for my next horror game if you’d like to check it out :)

i’ll let you know when the full game releases :)

thanks so much!

thanks a lot!

sounds like a bug :( i will try to figure it out

thank you!

thanks so much for playing! get well soon

thank you! oops didn’t mean to put discussion board, i’ll switch it to comments. feel free to repost :)

(1 edit)

awesome thanks! password for the game page is “kexland”

i’ll probably make it public soon once i’ve added a menu :p

feel free to upload / stream

Very nice and helpful review, thank you!

Thanks a lot!

thanks so much!

try running “execute “xattr -cr <path to build>” on the file

Thank you!

Thanks so much!

Enjoyed the video, thanks for trying it!

Thank you!

thank you!

on which platform?

thanks! enjoyed the video :)

thank you!

(1 edit)

yes, that’s all planned :) no AI related to the infection phase has been implemented yet, but will be implemented in future updates

Thanks!

Right now it’s very simple, but I’m going to redo the way it transmits

the first infection type will probably be airborne, but you could imagine something like a waterborne infection would spread more in toilets. this could be combined with using ability points to do things like flood it

Thanks! I’ll be focusing initially on systemic depth and variety within the constraints of a single hand-crafted map.

Once mechanics are very solid I’ll consider map variety, most likely through procedural generation.