Hey ! If it doesn't work, upload your file, don't worry :)
UnPaws Games
Creator of
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The theme is "Death is a new beginning"
How will you interpret this? Maybe your character changes weapon for a HUGE SHOTGUN after he dies, the environment changes appearance, or what if the souls you collect from your slain enemies turn against you ? Time to get creative and turn death into something ... new.
You can claim your MiniFantasy free assets packs here : https://krishna-palacio.itch.io/grssuwrxcf
Good luck to all participants, and may your journey through the afterlife lead to surprising new beginnings !
They are supposed to ignore him for the first 90 seconds I think ! Then they should attack him if he gets too close (and I didn't get the opportunity to add an avoid behavor to the human ^^)
To unlock the three bars you must unlock the corresponding power in the intelligence category, then click the button that appears on the human panel ! I hope this one does show up for you :)
Thanks Callum !
The points you mentioned are so relevant. I'm glad to have you onboard, as this kind of feedback really helps you step back and think twice about your systems, especially when the deadline for a project is close and you as a dev are in a tunnel, not thinking much further than how a given change will affect other systems.
To this day this project is not planned to be further developed, but maybe one day I'll go back to it and start it from scratch with a much greater scope in mind.
See you soon on Youtube for my next project !
Wow, thanks so much for this feedback. I'm truly impressed by the quality and quantity of information in there. And thanks so much for playing the game, I think you are the first player to finish it so... congrats !
As you mentioned, most of the bugs/issues you mentioned are due to my self imposed time limit. This limit was simultaneously a great and a terrible idea, great for all the lessons learned and increasing my gamedev skills, but terrible for the game itself. I had noticed most of the inconsequential bugs, which are due to the lack of time to fix them, and the one's I hadn't noticed seem to be due to a lack of playtesting.
Some of the annoying issues are inherent to the sheep and wolf AI. As I didn't use any specific AI tool to build them, their behavior is now very hard to modify without adding a ton of bugs. I'll be digging into more specific tools for my next project.
I understand the black sheep is frustrating. The way the flee target works is that the sheep always flee the closest target. I had a try at changing this system last minute (by implementing a priority level to the flee targets, with the black sheep being the less prioritary, so that the player would override it). But it ended up breaking the game. I was hoping you would find a way to play around him ^^
I don't think I'll be working on the core systems anymore, but I'll be using your feedback to work on the easy to fix bugs and patch the game, so thanks so much for that. See you on my next project :D