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tito.

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A member registered Mar 29, 2022 · View creator page →

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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

don’t worry, i won’t give up on it until it’s done :)

the comedic aspect is intentional, i'm planning on making them a lot more like the enemies in BLOOD. frantically yelling and cackling like idiots while you beat them with hammers, etc.


thank you for the feedback though! lots of changes in the future of this thing.

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!

cute, short, and fun, i can't wait to see more of this :)!

there is a bug where if your frames are low, vaulting doesn’t work. sorry :( will patch it later 

thank you for the offer, but i will have to decline :)

i'm gonna (at some point) release a 3rd version of the demo with some more goodies and bugfixes, and if i can, i really do want to add that. no promises! but i do want to if i can implement it easily

there is a bug present that if the frames are around or lower than 30, mantling does not work :(


it will be fixed in a patch later, my apologies

good time >:)

YO WHAT! THAT'S SO COOL!

ah shoot! i should have a fix for that out at some point, apologies

you can still skip it, i added a break in the fence at the end of the first hallway that you can go through. there’s a blue curtain signifying it 

oh cool! how so? like an interview-type thing? 

ah okay. i have heard that wine doesn’t show text for mac users either. thanks for letting me know, dunno if ill have a fix for that anytime soon tho 

i will be making a final patch to this small demo with some new enemy models, bug fixes, and a sandbox level. then i will be hunkering down to design the 2nd *real* demo that’ll showcase actual levels with objectives 

more detailed gore is planned! dw, the game is for psychos anyways. also, you can skip directly to the combat test by jumping thru the broken fence with the curtain at the end of the first hallway. it’s a bit hidden so people don’t jump out it right away 

oh whaaaaat i haven't heard of that problem yet. is that on the 2nd version?

sadly that is not planned. the game will only feature one difficulty setting. however, in the full release and next demo, you will be able to equip armours and masks that will make it easier to survive certain encounters

what the flip this is so good. i wanna be in cat world!!

now i must play cat world. i want to get lost in cat world

you are extremely welcome my dear friend wayne

oh you can skip it, there’s a hole in the fence at the end of the first hallway you can jump thru :) it’s not super obvious doe so it’s probably confusing. thanks for playing! 🤝❤️

yo thank you so much. left you a comment detailing my thoughts and response. i really appreciate the time and effort you spent to do this homie. 

i disabled carrying more weapons for this build bc of a bug. in the next demo you will be able to carry multiple weapons :) 

LETS GOOOOOOOOOOO

at the end of the first hallway, jump right through the curtain. there's a hole in the fence there i included in version 2 so you can skip it :)

ah sorry about that. if you use the windows keys to switch monitors, that could work. windows key + arrow keys i believe

you’re gonna be happy to hear that i have an entire portion of development planned just for adding mask abilities :) that’ll be featured in the next demo 

aw thank you julio!! you a real one for sticking around bro. both you and biz have been around since the beginning and i really appreciate it 🥺

yo thank you for the feedback! AI refactor coming soon w/ the next demo. will hopefully have a better flow for gameplay by then.

oh the bomb collar will detonate if you shoot out security cameras or find a secret

yep, female protagonist :) there are going to be male and female variations of enemies and npcs in the full game as well, just have to model them

oh ya, it kinda does sound like that! maybe it is maybe it isnt

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.

oh odd, the main menu button doesn't pop up when you die?

i'm aiming to release another demo on steam by halloween or christmas, and then after that i'll have a better idea of how long this game will take to fully develop .

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. 

yes, it will eventually be released on steam at a later date.