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triturate

16
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47
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A member registered May 01, 2020 · View creator page →

Recent community posts

Thank you very much for testing, and thank you for finding the control issues. I actually learned something while investigating: apparently L2 and R2 are not considered buttons but axes, which makes "press" checks not work on browsers, so I'll have to completely rewrite the input on the browser version. I just don't do enough testing on the browser version in general, so apologies for making you suffer through all that.

Thank you for the feedback on the combat design. I will definitely be considering it as I tune the balancing further. Despite constantly telling myself to err on the side of too easy over too hard, I seem to still be making it too hard.

Gina's campaign was designed to be a short shareware demo to try to sell the full game, so it's uncertain if it's going to be possible to make it too much longer within my time budget constraints, as the main campaign's length would probably need a quadratic growth relative to the demo to make the full version worth it for customers, but I will be seeing what I can do. I have found many "impossible" problems to turn out to be quite possible during this development, so we'll see how things go.

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Thank you for testing!

E1M2's puzzles have been redesigned. I assumed you mean Artificial Heart (D0) by "first tutorial" and Binding Energy (E1, E2, E3, E4) by 'second "chapter"' but if I misunderstood please correct me.

Yes, this game was in an old DD. I did not steal someone else's old DD game and mod it.

Vending machines now play faster and give 25 instead of 10 when playing in Survival Mode. Hopefully this feels better, but if not, feel free to complain. Vending machines still use the old slow behavior in Campaign Mode, but if it doesn't feel good there either, let me know.

Infinite ammo lockers now wait until an item has been picked up before closing. The default dialogue control scheme has also been revised. Let me know if it's still uncomfortable.

Added wires. After all, this game already uses yellow paint (and cyan paint) anyways!

Thank you for testing, and thank you for finding and recording that. I have never seen that before and have no idea what's causing it, but will be investigating. I think I speak for all developers when I say you are doing incredibly valuable work with your video play-testing. Thank you for your service.

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Thank you for testing!

  • Drones were not correctly dropping tokens on death. Thank you for finding this bug. This should now be fixed. Tokens also now have a particle effect to increase their visibility in survival mode.
  • Sprint has been removed and replaced with faster base run speed. An old design idea was that sprint would be for temporary speed boosts in combat situations, but your testing has pointed out that this old design makes no sense now that combat has been de-emphasized.
  • Thank you for finding the issue of the gun auto-throwing if the primary trigger is held down too long. It should be fixed.
  • Fixing the mouse and audio issues is still ongoing, but thank you for pointing them out.
  • D0M1 has been redesigned to hopefully make the B door puzzle solution more obvious (though it is now a C door). If not, feel free to complain!