I'm still hoping to get 0.3 out by the end of the year. I've had a lot of personal problems that prevented me from working on it very much, so there's still a lot to do. Thanks for your patience!
reallyexists
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Thanks! It's true there's not much in the way of a movement tutorial. Hopefully any future required platforming isn't too crazy.
In the 90s shooters this game is inspired by the cover system is "standing behind something", it's kind of grandfathered in. I've thought about making a more modern cover-based shooter before, but that's probably not the direction this project is going to go in. Will probably explore more size-related disadvantages though!
Thanks! I think I can probably make the code enemies use to search for cover more efficient, and I recently realized the SMG & pistol models (which I made several years ago) have way too many polygons for some of the most numerous weapons.
I'm also going to look into adding bespoke options for the individual graphical settings, but until then lowering the quality present and/or resolution might help.
It might be a while. I'm working on adding a lot of stuff, and the pace has slowed a little bit. I will also be working on an entry for the WeightGaming game jam this month so that'll put a bit of a dent in it, although at least there will be another game to show for it. There will definitely be an update by the end of the year, unless something goes terribly wrong.
I went back and checked the game code, it turns out it counts it as completed even if you ran out of time, which was... an interesting choice. I probably was going to remove the time limit and forgot about it. There's also no way to play it again after beating it (which happens no matter what), which is a bit of an oversight. Anyway, it doesn't give stars or record a clear time, so other than the sequence itself and the preceding cutscene you wouldn't be missing out on anything.
These are both things that are in the game, but not as noticable until after the 50% mark which is the approximate maximum in the first level. You don't actually get slower, but you have to deal with a bit of momentum at higher weights, and all the sounds pitch down linearly with your weight. Hopefully the full package will be very satisfying!