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Tyler DeLange

17
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20
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A member registered May 03, 2021 · View creator page →

Creator of

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100% not easy for a full game, much harder in a 4 day timespan lol.

Good concept, but there's a few pain points. Moving slower with items makes sense, but it doesn't really make for a super fun gameplay loop. Some options for upgrades might've been fun additions? Increasing arrow velocity/movespeed/carry weight/fruit spawn chance/etc would have been interesting things to shoot for. The pixel art is good too, the blinking orangey guy made me smile lol.

Goofy lil space game. Fun times though. The combat mechanics really took away from the game though. Instant death on contact when you only have a slow sword strike with a long cooldown and weird offset hit direction isn't ideal.

Well designed and thought out puzzles for the most part. The mechanic of combining elements to increase their size wasn't super clear however, and took away a bit from the experience. It makes more sense having watched the video link on the game's page, but still needed maybe one more tutorial level for that mechanic or something. Solid entry.

Very cool concept and a pretty good take on the theme. A lack of a sensitivity slider and a very slow switch between modes made it a big tedious though and took away from the game. Solid entry though.

I wasn't able to launch, no exe in the zip, looks cool though.

Solid game pitch. Ran into a small issue that the screen wouldn't maximize, just stayed in a pretty small window for some reason. Turrets could also spawn on the glass, which made for some difficult (maybe intentional?) segments. Great proof of concept though, switching between sizes to dodge bullets was definitely enjoyable.

All weapon unlock tasks are in their description, though the FAMAS Chaotic (which is what I think you're referring to) is unlocked when you get complete the map's quest. If you're stuck on that, try interacting with various parts of the map, you'll get a prompt any time you find something interactable.

Sure, this was a super early project of mine, but I can shoot over the code/assets for it I think. Shoot me an email and I'll send them there.

Hey thanks for the response and proper feedback! I haven't been looking at this project in awhile but you definitely pointed out some stuff that needs fixing. I think I will come back to this project and rectify that stuff along with adding a small bit of new content.

Sound effects missing is definitely something the game needs. Even if I don't make any other major updates, I'll definitely put that in.

The biggest issue I noted in working on is the collision stuff on props as well as when a bunch of zombies get close to the player at once and sometimes pushes them through wall geometry. Hopefully I'll find a decent fix for this.

I do have a system that makes the zombie spawns favor spots closer to the player, but I think you're right, I need to increase the strength of it to prevent the boring early game, especially with the slower zombies.

As far as additional content, I'm considering making a procedural map system or just hand designing a new one. This entire project is very much a design/programming practice project for me and I think designing procedural levels would be a good exercise.

I'm glad you like the weapon upgrades and unlocks. I'm hoping to insert some moderate build-crafting with the weapons, and that upgrade system is the primary method for that.

Thank you again for the feedback, I greatly appreciate it and hope you'll give the game another look after an update.

Thanks for the kind comments, I'm glad to hear the movement was satisfying.

Thanks for playing! I’m glad you enjoyed it. I’m hoping to have another map and some more weapons/perks in another update relatively soon.

The initial concept of the game was my own, and the project was primarily just a test environment for me to practice FPS mechanics somewhat inspired by Get To The Orange Door. Later on in development, I did see stevens videos and projects, and took some inspiration from the art style and enemy design in particular, but mechanically, the systems were of my own design, without any kind of copying or anything. There’s a few key differences like the player being controlled by a Character Controller as opposed to a rigidbody, and the Wallrunning being more fluid in his, as opposed to the “stickiness” of mine. I am honored to have my work compared to his though lol, his content is awesome.

Thanks so much for playing! Sorry you didn't find the bench, we might make the puzzle for it a bit more intuitive. As a hint, the puzzle starts in the server room, then goes to the underground area, then in the sci fi lab area, and finally at the vault in the last room.

Glad you liked it, thanks for the kind words

Thanks!

Thanks! I appreciate the praise