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JungaBoon

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A member registered Jun 20, 2021 · View creator page →

Creator of

Recent community posts

Any plans on updating for Godot 4?

Thanks for the feedback! I'll take a look at optimizing the performance. I definitely want it to run as smooth as possible.

(1 edit)

Hi, the recent update added the option to change display monitors. Unfortunately, a current Unity limitation requires a restart for the changes to apply.

Thanks for playing!

Hey man! Played the recent build and noticed a few bugs:
- Playing the "E" minigame on a shield enemy doesn't seem to work properly. The reticle just snaps too quickly back to the center of the circle, even if you flick the mouse quickly.

- Dying just causes the player to roll around without control, but the guns are still on screen

- Also it seems like the grey enemy deals way too much damage and moves too fast. He can take you down to half health in just two hits and is difficult to track.

Mainly the rapidfire guys seem like they track way too easily

Been playing through the most recent build and may have some suggestions:

  • Enemy hitboxes seem pretty small for how quickly things move around. Maybe increase them? Otherwise it can get pretty tricky to hit them.
  • Long-range enemies seem to attack too frequently and hit a bit too hard, especially since there isn't a consistent way of regaining health.

Played the latest build! Pretty neat, but there were some weird bugs I found:

  • Standing on a moving platform in the Dev Room would either clip the player through as it moved, or it would jitter up and down as the player would fall out of its "detection" area. If you're using some sort of Box Collider trigger, maybe increase its vertical size?
  • Pressing Tab didn't really seem to do anything but put away my weapon. Not sure if I'm missing a button press, but I tried the mouse buttons and the melee button and nothing happened.
  • Didn't realize there was a time slow and dodge button. Maybe there can be a little thing in the tutorial area for that? (Unless I completely missed it)
  • The rapidfire enemy may be a bit too strong and too accurate at the moment. They're pretty much locked on as soon as they start firing. Maybe add some more spread to their fire and make their accuracy decrease as the player is moving? (There's a cool AI analysis video on Doom on how they did something similar to force the player to keep moving without punishing them)

Thank you very much!

Hi, the story is loosely adapted from the Edgar Allan Poe short story "The Black Cat". You can read the full story here.

Thank you!

Thanks!

Thanks! The game is loosely based off of the story "The Black Cat" by Edgar Allan Poe. The woman is designed after one of the characters in that story.

Thank you! We appreciate it

Thanks for playing!

Thanks!

Thanks for playing and we appreciate the feedback! The camera certainly could use more work lol

Thanks for stopping by!

Haha!

Awesome, thanks!

Thanks for playing!

Thank you!

Thanks for playing!

(1 edit)

Hey thanks for giving it a shot! I agree, the camera controls weren't the best. Still learning on that end haha!

Thanks for playing! We're planning some other horror-related games in the future so stay tuned!

Much appreciated

Thank you for the feedback! I'll admit as well that the controls weren't the best. Gonna improve on it in the future