Why, yes. There is some of that in the game.
Ironpants
Recent community posts
Game mechanics feel pretty great. The art style is super awesome. One thing that I was stumped on was that you can walk through the stalagmites.
Healing doesn't feel like a necessity because you are spawned at the first of the room. Though I do like the holes through the map that connect to lower rooms. That adds good amount of complexity and difficulty.
An awesome experience!
It runs surprisingly well in wine. I haven't encountered any bugs with it. Try it out. WineHQ
Should be in the repositories for Ubuntu, Debian, and Fedora. So you should be able to find it in your GUI package installer; Gnome software, Synaptics, Discover(KDE), Muon Software Center, and etc.
If you're in a Arch based distro I recommend looking at the Arch wiki to get it up and running- Or you can use the AUR's wine-git.
I'm guessing because both enemies hit at the same time.
I was in the marble area.
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Eventobj_mosquito
for object obj_petal_bomb:
Push :: Execution Error - Variable Index [0] out of range [0] - -1.hurt_sfx(101916,0)
at gml_Script_deal_damage
############################################################################################
gml_Script_deal_damage (line -1)
gml_Script_explode_gml_Object_obj_petal_bomb_Create_0
gml_Object_obj_petal_bomb_Collision_obj_enemy
Love the prealpha!
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Just a couple side notes:
Be sure to prompt the character if gun's ammo is full before reloading.
I only found one bug. You can get stuck inside a lever/switch door if you have been taken away. Only if you haven't flipped the lever/switch in that room. Check spawn points inside doors. Here is the bugged area.
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Keep going! Awesome job so far!
Super awesome update ideas! I like all the enemy designs! Though my favorites are the Croc and the slender Chameleon. Dodging some magic wielders would be awesome, the Cat design 😁.
Can I throw an idea to you two? Crouched attacks for enemies
Might need two raycast per enemy for detection? One detecting the top of the character. The other detecting either a ducked player and/or a player that is on a slope. Then moving the hit spawn point depending on the raycast detection.
It would depend on how they attack of course.