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XLCRdev

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A member registered Jun 28, 2024 · View creator page →

Creator of

Recent community posts

Awesome game! Very fun & addicting gameplay- and I love how the notepad was implemented. Keep up the great work!

Not at the moment. Not planning to add it any time soon, but maybe in a later update.

Half the battle is finding a bearable way of implementing things- glad to see it put in!

It'd just be nice to have some way to speed it up! An animation isn't 100% necessary- that's something that slows progress for Project G.L.U.T.T., too. (And something I desperately tried to avoid with how I've rigged up my systems.)

It's just that without a way to speed it up, you're stuck with the base idle-digestion speed- and this can take a lot of waiting to empty out!

Looking forward to where this goes! Great art, great concepts, and an ambitious implementation.

It would be nice to have some way to actively digest, like in Project G.L.U.T.T., when considering predator-heavy playthroughs.

I don't seem to be able to replicate this, when pressing W at most points of the plug-adjustment animation. If you find this repeatable, it'd be a great help to have a recording posted in the discord server's bug-reports channel.

Love the art! Lots of good ideas, including a good gameplay loop to reset all that growth. Looking forward to the next update!

The "Work Allocation" splash for the profile is just perfect. "0% of my effort is going there, please don't @ me."

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You got this! Game development isn't fast- content updates don't have to happen every two weeks. Don't let any hounding for updates drag you down.

Surprised I haven't heard of this already- quite the competent game! The enemy animations look nice, the AI is competent, and shooting has good feedback. Lots of little things, that just feel correct.

If I was going to complain, I'd say the melee seems a little sluggish, since you can't move during the windup, hit, or reel back. I'd suggest a bit more range on the melee, and switching up the slowdown to be less interruptive to movement.

I suspect you have a strange mouse- and the README specifies you can use W/S to scroll. The sfwmel outfit is the Hoodie outfit, but with no size changes.

I'm already considering something like this, it might be included in the next content update. No promises.

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I'm still thinking about how to deal with reproduction- I have the option of constant egg production with the flip of a switch, but it might be an unpleasant mess if it means hitting max 'friends' every time. I'm just erring on the side of fewer 'friends' for now, to keep cleanup easy, and avoid chasing down individual 'friends'.

I've thought of adding in a meter, too, but it'd probably come with some sort of 'limit'- it might work well with the next content update.

Try redownloading the game! That was a bug that snuck in when I wasn't looking- it should already be patched.

That might be from a similar coding error- see if it's fixed now!

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Whoops- my fault for tacking that on without testing every hole.
Patch is out for both those issues, now.

No game overs, no bad ends, NO death. Slowdown is easy to add, but I'm not adding it yet. I'm keeping future plans close to my chest- but the next update will likely be a new mechanic, but that'll be a while from now.

The reactor game is currently patched to be easier than before- as long as you're not on the Surgery setting. Worm entry/exit animations are planned, but extra work- may take a bit for that to show up, but it's been requested.
Eventually, I'd like to add items & choices for actively keeping 'friends' in hands-free, like one-way/normal plugs- I have a plan for how to set that up, but it won't be until there's more 'friend' variety.

Alerts for Trojan files. Downloader beware.

Awesome addition to the Jam! Nothing like playing the game through, coming back to the description, and realizing you can eat walls.
Fingers crossed this gets expanded on!

For the moment, there's debug keys for speedy size increases- as for having them enter and not leave, the tutorial states you can cover certain areas by clicking on them with Left/Right mouse. I forgot to put that in the README- and for the best experience, enable just Chest/Crotch in Settings.

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This is a refresh rate issue- the game currently runs on frames, not ticks. If possible, try setting your monitor to 60hz- I'm working on translating the code over to ticks, since the coded 60fps-lock doesn't seem to work.

Bigger sizes and more stages in between are planned, but are not next in line on the development chain. Right now I'm looking to make sure the game doesn't slow down with lots of 'friends' active, maybe translating to tick-based calculation instead of per-frame calculation, and thinking about what gameplay content to add in next. (It might be something... sloshy. No promises.)

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The reactor will be tweaked in the next patch. It's only taking so long because I've let myself get caught in the middle of rewriting a lot of code! That, and working full-time.

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The Settings menu should be running off of normal mouse-wheel scroll inputs- if/once you can scroll down, it's just clicking the option, and selecting one of the options available. I'll add functionality to scroll with W and S, but that'll show up in the next patch.

Strange, I'm not seeing the same tab-out/tab-in issue you're having.

The reactor is definitely going to be tweaked in the next patch.

Not sure if you've already looked in Settings, but there's already gurgles packed in! They're turned off by default (so as to not offend any sensibilities), and I didn't mention it explicitly in the tutorial- I tried to make a lot of things more customizable.

И, тут: можно, не можно.

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Ты нажимаешь: рот, грудь, и т. д. как это

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They also have the uncanny ability to fly through doors- I blame their small size + Unity's physics. Might try and fix at some other point, with fatter door->'friend' and bounding hitboxes.

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The reactor is currently a weak part, yes- the tutorial used to mention that about the coolant, but I scrubbed it when making it much less verbose. (Removed it in current progress.) The reactor is definitely going to be tweaked.

For the left/right hand, I'd like to eventually enable mouse-only controls, but that's lower priority over content and fixes. It does take some getting used to- I might add left/right indicators, later on, to help track what's where.

I am planning to make the entry/exit much more detailed, with middling frames before it's inside- this just requires a lot more art to accomplish. Internal view is a good idea, but hard to implement- I'll think about that one. A lot of enemies is partly the focus, at least for now- but I'm planning to diversify once I have more groundwork laid out, so there's room for different tastes.

As for the worms acting like 'popcorn', are you holding them in? They can be kept around by blocking their exit- best done by only enabling Chest + Crotch, and clicking said bodyparts. (Which, of course, should probably be explained before the dreaded reactor, instead of after.) Other than that, the current implementation is easy to change- it'll probably be tweaked as time goes on.

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The reactor has quite a few rules to teach in a short amount of time- it's definitely the weakest part of the tutorial. Basically, CYCLE multiplies the FUEL value, so it's easier if you start with CYCLE very close to zero, and work from there. Same for the second step- setting FUEL close to zero, and then ramping up CYCLE. I might end up including a recording of the 'quick method' of starting the reactor in the files.

You also have the option to enable Skip Tutorial in Settings- after the reactor, you're just taught to switch the orange "black-boxes" between their holders, and that clicking the character's 'entrances' allows you to block entry & exit of 'passengers'.

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Correct- for right now, a lot of game functions are tied to framerate, just to make coding easier (Though I thought I set that to 60 in the code...). Might fix in a later update, but I'll have to see how much work it'll take.

Code taking longer to write than expected? Impossible!