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Team Throwdown

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A member registered May 01, 2022 · View creator page →

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Thank you! It was completely unexpected, especially given the lack of Schippie, but it's appreciated!

Thank you so much! Honestly, when we didn't get DSD in, we figured we were out of the running, so this is a real shock. Regardless, we really appreciate the kind words!

Hey, thanks! We really enjoyed the DSD twist in your game so to hear that you liked ours is awesome!

Really liked the style of this one. Also, I love the detail of having the DSD area use the traps from Dungeon of Alexandria. Very nice touch.

Had a really good time with this one. Nice vibes, and I loved exploring to find all the secrets. Great job.

Enjoyed this one a lot. Really liked Aldious and Ellbi, and the end of the DSD part got me excited for a continuation that's never coming. Getting the choice of weapons related to some of the other characters was really cool, too.

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Loved the synopsis for each book at the beginning and the cool way in which they were presented. Really nice little town to explore, and there is a simple joy in scooting around as this version of Ziv. Really good job!

Yeah, we'll need to prioritise getting him in next year, I think. Thanks for the kind words, though. Really means a lot!

Thanks for taking the time to comment. Really means a lot to hear that people enjoyed it!

Hey, thanks! We put a lot of effort into it, so it's really nice to hear something like that!

One last build for the road.

1.0.6:

- Fixed an issue that caused a Godot splash logo in the credits to not appear

- Added a proper credit to Dialogic and its contributors

- Fixed an issue with the game's export settings that caused it to not embed the actual game's icon into exe

Did some fixes on minor issues that have little overall effect. For the sake of full transparency, the full changelog is below. The build is available as _1.0.5 and the previous release remains available for download. Please consider this during your judging.


TOWN:

- Adjusted Town Leaving animation to be less visually jarring

BADLANDS:

- Adjusted animation timing during a specific cutscene that felt long enough to be a brief softlock

FACILITY APPROACH:

- Fixed issues with audio triggers wherein exiting the Facility approach would not fade ambient track

ENTRANCE:

- Adjusted animation timing during a specific cutscene that felt long enough to be a brief softlock

- Fixed issues with audio triggers wherein entering the facility would not fade map music

- Fixed logic error with music trigger in Facility Entrance where music would not play during the proper quest step

- Fixed an issue during a cutscene where a light mask was no longer applying properly to an actor

- Fixed an issue during a cutscene where a character walks through a door before it opens

- Fixed an issue during a cutscene where a character is not playing their idle animation

FACILITY:

- Adjusted enemy combat parameters during scripted encounters that were unnecessarily low

- Fixed tiling errors in the Facility that caused the player to appear above doors when walking through them

- Fixed collision error in certain room in facility

- Fixed an error on a function that caused scrolling text in a particular sequence to not stop for player input at the correct intervals

- Fixed an interaction trigger not triggering the correct revisit interaction after triggering it the first time

- Fixed a parameter on a door in the Facility that caused the player sprite to walk in the wrong direction when entering it

- Fixed an issue with a function when interacting with terminals that caused the wrong player animation to trigger

GENERAL:

- Adjusted the next indicator on dialogue to be invisible during "Internal Voice" lines and certain other dialogue

- Adjusted the default dialogue next indicator to be desaturated to be less distracting

- Adjusted healthbar and special meters to be desaturated to be less distracting

- Fixed an issue with an animation parameter not being reset on certain combat animations causing the player to get stuck in the same pose

- Fixed an issue where dialogue boxes immediately after "Internal Voice" lines would have their name labels made invisible

- Fixed the timing on music playing in cutscenes to be immediate instead of fade in for specific scenarios

GRAMMATICAL/GENERAL TEXT:

- Fixed grammatical errors were during a specific sequence

- Adjusted text: the word "know" was changed to "recognise" on a scene at the beginning of the Facility

- Adjusted text: the word "weren't" was changed to "aren't" to reflect the tense of the statement preceding it on a certain line

- Adjusted text: quotes were added to dialogue at the beginning of a certain sequence to remove confusion regarding the speaker

NOTE: Dark Schippie Dues was unfortunately not added due to us running out of time.

Hey, thanks! Means a lot to hear people's thoughts. And honestly, Jebb was a highlight for us, too. Strange little man.

Thanks! We worked hard on it, so we really appreciate that!

Thanks for the feedback! You were precisely right about the cause. Should be fixed now.