Excited for the progress! Already a ton of fun. When do we get to the pegging tho uwu
tecgothica
Creator of
Recent community posts
Version 0.04 Changelog
===========================
Post-processing added
Rain system tweaked
Separation of Camera into Main/UI Cameras
UI Rebuild
Collision root motion drag issue fixed
Pause functionality
Restart functionality
Quit functionality
Waves refactored to allow for better future waves and some small bug fixes
"Grab Tree" mechanic now added
Enemy health and attack strength adjusted for new mechanic
Audio ducking added for redeems and rain
Harpy AI tweaked
8 additional video redeems (4 silent for the moment)
Tree heal player feedback
game+ timer implimented
clearcount implimented
other minor tweaks and fixes
If you would like to submit your best run times please screenshot and post to the discord under the Hellmouth channel.
Version 0.03 Changelog
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Major fix:
Final fix for softlock issues after lengthy sessions.
Minor changes:
Audio levels adjusted
Audio frequency tweaked
Enemy timings tweaked
Rain damage tweaked
Fix for Winstate position
Stream SFX Randomizer tweaks
1 additional game only video redeem
Harpy skins tweaked
Some additional custom skins given to several community saved members via RNG so default is less common.
All enemy code refactored and streamlined
Version 0.02 Changelog
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Major fix:
Potential fix for the softlock when fighting later wave enemies. Let me know if issues still come up.
Minor changes:
Stream save file from NYE stream added.
Fix for Audio repeating.
Fix for Winstate transparency.
Limiters applied to Candy spawns.
Capture state changed from Mash to Hold.
Miniscule health and stamina increase when interacting with rain objects.
Stream SFX Randomizer added.
2 additional game only video redeems.
Fix for issues with enemy physics on death.
Minor collision box tweaks.
Minor audio distance tweaks.
Some changes to BGM timings.
Some fixes with passthrough mouse collision with main stream engine functionality.
I'm glad it was helpful in some way. I've gone seeking content about BPD a lot, and when I came up empty I figured it was important to try and share some of my own experiences, even if the lens is fairly limited in regards to romantic relationships in particular. Glad it resonated, and that you finally have a diagnosis so can start piecing together how it impacts your life and move towards recovery. Thanks for sharing, it means a lot. Best of luck with everything <3
Love the concept, authentic visuals and the main character is awesome - the mechanics are still a bit rough. Could really use a run button, maybe a way to push ghosts back with a secondary power? The walk animation itself is also a little slow. Looking forward to where this goes for sure, gimmi them tank controls.
This is really cool, I wasn't expecting such a nice blend of Shadow Tower / Soulsborne gameplay, pleasant surprise. It really invokes that feeling very well, while ditching the clunky cameras of ol'. I notice there has been some talk of the stamina, I found it occasionally glitched for no real reason, couldn't pinpoint what was happening really, but occasionally it would bottom out and having to wait for full recovery before use again I feel is a little much, but somebody else mentioned that so I assume you're set on that design.
Also couldn't really work out how to defend correctly? I was trying for different attack timings to parry like a souls game or stagger the enemy without taking damage but alas. If you could add additional damage for back attacks to replicate the souls style instant kills, that would be pretty great.
Some things I think would instantly improve the overall experience, that wouldn't be too difficult, is enemy SFX and an ambient soundscape for each area. It's a very sparse silent game, and there is just something about dead silence that isn't very appealing. You do have great SFX on gates and attack hits and stuff though. I also noticed item descriptions in the menu would remain even after an item was used, so that's a little bug you could probably fix pretty quickly. I also second having the notification/text prompts fade over time, and I really think you should throw some extra healing items around - having every loot find be armor, while useful, made me feel a little disheartened, and I never found enemies dropping loot really happened beyond the first enemy you fight, not sure if that was just bad RNG on my part.
Mostly nitpicks to fill out, amplify the experience. I really loved this, and am excited to see where it goes. Hoping it's still in development.
Heya! So this is a bug I've had reported by another user as well, but I've been unable to replicate it and/or pinpoint what would be causing it, since UI elements show up but the Render Pipeline seems to be not rendering correctly? Have you had issues with any of the other games in the jam? Since quite a few use the same render pipeline. If I can pin it down I'll try to patch it during the next update.