Can confirm the leaderboard is loading on google chrome. Game looks really interesting, I'll have to play it when I get the time.
Matt Burton
Creator of
Recent community posts
Hey not sure if you're still doing this, but I've been working on this game, https://matt-burton.itch.io/head-hunter, on and off for several years. I just recently added a final boss which finally makes the core gameplay loop feel complete. I would love feedback on the existing systems, namely exploration/level generation, enemy design and engagement, and progression like experience and unlocking biomes. I have lots of ideas for the game, but ultimately want to dial in on what changes would improve the overall experience the most. Thanks!
Devlog #5: Head Hunter - Enemies, Effects, and Fixes
I'm excited to share some significant updates and improvements to Head Hunter! This latest patch brings a variety of enhancements that enrich gameplay and expand the world. Here’s what’s new:
Gameplay Improvements
- Silver Chests: Introduced silver chests that drop less gold in earlier biomes, adding more variety and challenge to loot acquisition.
- Background Tile Generation: Added a new system for background tile generation and applied it in the Ruins biome, enhancing the visual atmosphere and depth of the environment.
- Weighted Object Generation: Implemented a weighted object generation, allowing for finer control over the likelihood of different objects appearing throughout the game.
- Seeded Randomness: Introduced seeded randomness for generation, making the world generation deterministic. Players can now experience consistent layouts, enhancing replayability. This can be used in the future for a daily challenge and to recreate generation bugs.
Bug Fixes
- Player Spawning Issue: Resolved an issue where players would occasionally spawn inside the ground, preventing soft locks and ensuring more reliable runs.
New Enemies
- New Challenges: Added several new enemy types, including:
- Bird: A dart-like aerial foe that adds a new layer of difficulty.
- Cloaked: An support enemy that casts healing magic on other nearby enemies.
- Bulb: A plant based enemy that emits a cloud of spores.
Visual and Functional Enhancements
- New Heal Particles: Implemented new visual effects for healing, adding more feedback and polish to the gameplay experience.
- Death Animation and Event Sequence: Introduced a new death animation alongside a corresponding event sequence, making player deaths more impactful and engaging.
- Drone Attack Effects: Updated the effects for the drone’s energy particle attack, enhancing clarity and visual feedback during combat.
- Score Screen Animation and Balancing: The score screen has been animated and rebalanced for a more dynamic and informative display of player achievements.
Conclusion
These updates reflect my commitment to Head Hunter and to creating a more engaging experience for it's players. I appreciate your feedback and support as I continue to develop and expand the game. Play the game here: https://matt-burton.itch.io/head-hunter
Thanks for the thoughtful feedback! I definitely agree that spawning some larger particles in the late game would help with the pacing and that the antimatter to matter ratio could be balanced better in the different environments. I understand the need for a more generous drag radius especially at larger scales, and a gravity effect around the mouse could be a cool way to implement that.
Thanks for playing! I definitely toyed with the idea of each particle having its own gravitational field, the mouse having a gravitational effect, and/or random objects floating through space having some effect on everything momentarily. Ultimately, I decided against it due to the time constraints and keeping the scope small, but it would definitely add another layer of interest!
First of all thanks for trying my game! I agree with all of your feedback, and you have some really good suggestions as well. I considered adding naturally spawning larger particles, but never got around to it. I agree they would help alleviate some of the tedium of the late game. I love the idea about destroying nearby antimatter particles when you fuse. Such a clean solution to fix situations which seem unfair. I get your frustration when losing one of your largest particles. It’s not a fun feeling. However, I think the challenge of managing many particles in the late game makes achieving the super massive all the more rewarding. Im not sure how a health system would feel, but it’s certainly a valid criticism. Thanks!
I'm not seeing the relation to the theme through your gameplay mechanics, but the bullet hell patterns are nicely done. A little pitch variance in the firing sound effect would go a long way, as I got tired of hearing the same exact sound very quickly. Especially in a game where your main job is to fire many bullets. The music is pretty rad!
The level transitions were really smooth! I appreciated the arrows on the ground to tell me where to go. I also really liked how the mechanic was used in more out of the box ways by scaling the player and the entire level. Really cool stuff. I'd like to see more using the creative scaling in the future.
Super Massive was created for the GMTK24 game jam. Made in 48 hours by just myself. You play as the divine creator of a newly born universe. Fuse particles together by dragging and dropping with your mouse to produce more massive structures. Beware of antimatter particles, for they will neutralize the mass of traditional matter. As you drift, you'll enter different environments. Particles will move slower in voids due to their cold emptiness. Particles will accelerate in warmer areas. Be mindful of these regions as you manage your massive particles.
Give it a try here: https://matt-burton.itch.io/super-massive
https://matt-burton.itch.io/head-hunter
Devlog #3: Head Hunter - New Biomes and Polish!
Hello again, adventurers! It's time for another exciting update on the journey through Head Hunter's development. Since the last update, I've been hard at work improving the game in many ways based on your feedback and my own ambitious plans. Here’s what’s new:
Improved Minimap and Controller Support
One of the top priorities was ensuring that Head Hunter looks great on all screen resolutions and plays smoothly with controllers. I've fixed the minimap to scale correctly across different screens and implemented robust controller support using Unity's new Input System. This change lays the foundation for even deeper controller customization in future updates.
Bug Fixes Galore
Several bugs have been squashed including:
Thanks for your patience as I iron out these kinks!
Enhanced Audio Options
The options menu now features audio sliders that directly control the audio mixers. Adjusting the volume levels for music, sound effects, and more is now easier than ever before.
Revamped Sound Effects
I overhauled the entire sound effects system, allowing for each sound to have its own unique volume and pitch settings. In addition, there's a wealth of new sounds:
Tutorial and Gameplay Refinements
Improved tutorial sections including double jumping, camera movement, and attacking enemies to more clearly and easily convey their message.
New Biomes and Features
Explore two fresh biomes: the Marsh and the Jungle. Keep an eye out for future updates as I plan to introduce water to the Marsh biome.
Polished Level Transitions
Added a loading transition between levels, giving more feedback when the player enters a door.
UI Tweaks
Added options and main menu buttons directly to the pause screen for quick access.
Gameplay Balancing
Rebalanced gold distribution, adjusted biome unlock costs, and ensured that each level generates with all necessary biome doors.
Procedural Decorations and System Upgrades
The Dungeon now features procedurally generated decorations, adding visual variety and depth. This system and other similar improvements pave the way for faster and more exciting updates in the future.
Future Plans
Looking ahead, I continue to expand Head Hunter with more content, including the anticipated addition of water elements to the Marsh biome, more enemy variety, additional sound effects and UI improvements, and of course bug fixes. Stay tuned for more updates on this and other upcoming features!
Thank You!
Your support and feedback drive me forward. I can't wait to share more updates with you soon. As always, feel free to reach out with your thoughts and suggestions—I'm all ears!
Until next time, happy hunting!
- The Head Hunter Dev
https://matt-burton.itch.io/head-hunter
Head Hunter is an action roguelike platformer. Slay enemies in procedurally generated environments to collect gold and experience. Unlock new biomes to progress to experience new enemies and aesthetics. Fight, die, and try again as you accumulate the skills and knowledge to tackle new challenges.
Play for free in your browser now!