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vidhvat

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A member registered Feb 26, 2016 · View creator page →

Creator of

Recent community posts

Thanks! Yes it is! This version is quite old now so it's not an accurate representation of the final game 

Thanks so much for trying out the game and the contribution🙏 I will be sure to put it to good use into making the game better! New more polished build at the next Tokyo Indies ✨

thank you!! yes, this build is a bit old at the moment so sorry for the confusion. since the demo is only two stages, it limits your progress abruptly 🙈 I will try to fix this with a new build soon. thanks for the feedback 🙏

Thanks for the awesome feedback!

I'm going to be adding some indicators that help with conveyance on reason for death. It's extremely confusing at the moment so sorry for the frustrating experience.

The knife hand being stuck if you swing too early is by design though, so that's a penalty for not timing the swing properly. I know this can be annoying because it's very much unlike how other FPS games include melee.

That mouse being frozen is the truly annoying part, let me see if I can fix that up. It's a real pain while I alt-tab during development too!

Thanks SO much for trying out the game and the detailed feedback! Working to make it better 🙏

I can make a build but having some trouble figuring out how to test it. I have all the tech in place to make it happen! Soon

Oh cool! I'd love to try that too! The aiming and hitboxes are very forgiving because I wanted to make exactly that, FPS without aiming! Thanks for trying it out 🙏

Figured out the root cause of this stutter. More obvious on higher framerates. It's coming to be about that time where I'll be needing a more powerful machine to test this game. Thanks again for highlighting this problem.

I've run into the issue during playtests too. I'll be updating the build soon, really sorry for the inconvenience!

I've also changed the timings around a bit so it might feel different in the next update. Although the parry is still timed so that if you're too early it won't connect

At the moment there is just the green guys, but they'll have new tricks up their sleeves later in the game

this game is LIT 🔥

for the first minute or so i was hoping there'd be a map, but then i realized the env lighting is signaling progression. after a few plays, i was almost zoning out to the colors, shooting targets if they blocked my view, hoping to fix on the correct hue and yay, green portal 💯

feel like i died a few times because the timer ran out but it wasn't obvious that was the reason.

wasn't clear if white mannequins are pickups. can i shoot them? should i be? idk maybe if i played longer.

good stuff! excited to see this progress further 🙏

Oh! Thanks for pointing this out! I'll have this fixed up in the next build!

thanks so much for the detailed log! i will fix this up asap and upload a new build!!

Thanks for trying it out!! I see what you mean, I myself have had trouble with that every time I adjust the melee distance/timing. It's not very clear at the moment when exactly the knife is "enabled" so I'll try to fix that with the next update. Free melee is something I want to avoid for this game tho because I'm going for the animation-locked QTE style actions

Thanks Yadu!💖

thanks! i will try to balance it more and include more visual feedback so the learning curve is a bit smoother. thanks for trying it out 🙌

Sorry for this 🙏 Fixed in latest build! https://vidhvat.itch.io/run-gun/devlog/631293/update-4

hey got ur dm on twitter, thanks! will get back to you

hitting the left mouse button on the RUN GUN splash screen should send you into the levels after you've completed the tutorial. are you being sent back to the tutorial?

this is so fun! love the slow bullets and the dash is sweeeeet!

I was having some issues with the mouse input tho, the view would randomly shift for some reason.

Thank you SO much for playing the game and recording the gameplay with your feedback 🙏 This is really super helpful!!

I have identified the bug in Level 5 and will have it fixed in the next upload. So sorry you had to deal with that in your playthrough! The charging blue shirt enemies look like they've surrendered with their hands raised so I'll have those swapped out too.

Also, your choice in music is perfect ✨ Thoroughly enjoyed vibing to the hotline miami beats while watching you play!

very cool effects! thank you 

Hi, the windows exe was a little bit broken in this last upload. I have fixed it now. Apologies for the inconvenience 🙏

Thanks for trying it out! I'll be going back to the mouse controls to fix this. I intended the aiming to be effortless but the gravitation towards the center I feel might be making it a bit confusing.

ooohhh yes, i'd love to! if more players can get a chance to check it out, that'd be great! I see there's still some time, perhaps I can make a few more adjustments! Thanks 🙏

Thanks for the feedback Jake! Replied to your comments on the discord 💪

thank you so much for trying it and the feedback! I will be tuning the difficulty curve more. I think it gets really difficult quickly right now because I wanted to pack both a tutorial and some mid to late game style encounters in the demo which I think doesn't fit. Hopefully with better animations and graphics, we can turn that juicyness up to eleven! I'm super excited to explore this further 🙏 Thanks again!

Hello!

I've been working on a simple corridor shooter as a twist on games I've developed before and other titles that have inspired me, in this case Post Void.

It's a completely linear, on-rails FPS experience with (almost) two button controls and very fast paced encounters. 



While it doesn't sport a lot of depth in its gameplay, I'm leaning more into the twitch QTE aspect of it which personally I enjoy a lot.

If you get a chance to take it for a spin, I'd love to know what you think of 𝔼𝕟𝕔𝕠𝕦𝕟𝕥𝕖𝕣 𝘚𝘱e𝘤𝘪𝘢𝘭𝘪𝘴𝘵!

Thanks🙏

Thanks so much for playing and the feedback!

True! The demo right now sticks to the familiar Lovely Planet style short and tight levels. More open and free-form levels should work too I think. The wobbly gun makes shooting even static enemies quite challenging in and of itself, esp when they're firing back.

I'm also thinking to make levels a bit longer to up the difficulty a bit.

Cheers!

Thanks for playing & the gameplay video

(2 edits)

Hey there!

Just published a short demo for a game I've been prototyping. Thought I'd share it here on the boards.

Jelly Gun 1000 is an FPS platformer with short but difficult levels. Race to the finish line and take out all the enemies, beat the qualifying time and achieve a 100% accuracy to earn stars.

Oh, also your gun is made of jelly so the barrel wobbles around as you move and your bullets go everywhere you don't intend them to go.



It's unfinished and probably a bit buggy. There's no sound effects and only ships with a handful of levels for now.

Any feedback is appreciated!

Thanks & Happy New Year!