oh shoot, no my account isn't deleted, it seems i forgot to update my twitter in the game. awhile ago, after it released, i changed my handle to https://twitter.com/titolovesyou
tito.
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hey thank you for the detailed feedback! a lot of what you're suggesting is stuff i've thought about as well:
the glock has been made to shoot faster in the build that i'm working on, but sadly it won't be public since i'm kinda in the mud of AI rework and a bunch of other stuff etc. though soon there'll be some sort of preview build on my patreon with new stuff.
the smaller and more intricate levels like the combat warehouse are actually going to be little side things you can do while having access to the bigger and more open levels to make extra cash. should be fun, and in theme with the game's story, so don't worry there will be plenty of ways to engage with the combat.
as it stands rn, the AI is pretty bad, i want it to be simple and consistent with some randomness tossed into the mix and potentially group behaviours. in my head, the game isn't really a tactical shooter, it's a medium to throw around a bunch of ragdolls, so however i can, i'm going to try to make the AI be more dynamic and goofy to encourage chaotic violence.
also, i too find myself popping open the game to just run around and blow guys heads off. i'm still not sick of it somehow, though i do need to add a bunch more weapons :)
again thank you for the feedback!
thank u for the feedback. and hm, it could be the diff resolution ... maybe i didn't set the canvas right for the death screen. i think i'll make a small patch later and post it with some updated qol stuf
also rlly appreciate the feedback with the bunny guy. a few of the lines were ad-libbed and re-recorded last minute for consistency rather than quality, so in the next demo i'm going to spend a bit more time on the writing and voice acting etc.
thank you for the feedback!
one of the things i’m discussing with some dev-friends is how to approach tuning the difficulty right now because as you said it’s like the game is in-between two styles of play.
i think i’m going to try to go for a looser/faster flow of combat rather than a no-mistakes precision style. will see how it feels in the next demo.
thank you for the feedback!
in terms of level design, i actually chose a very improvisational style for this demo. i started with a large empty factory, and began filling it up starting from the first room and trying to flow the level around like a maze. i drew all the rooms and layout on paper before i did anything in engine.
essentially, the rooms are all just big cubes. nothing complex. i wanted to have verticality because of the tight space, and i always kept in mind the 2 endings for the game and planned to have space for that.
i use Umodeler in Unity and the models you see are made in that as well as Blender . I use a photo-source workflow you can see on my YouTube.