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K41-Games

6
Posts
A member registered 38 days ago

Creator of

Recent community posts

Thanks for playing, super useful feedback! I'm working on filling in a sort of alpha version of the roguelite+meta-progression stuff now, and I decided you were right not to punish the player for dying (though in future versions or at least later levels, you'll have limited revives). I hope I have time to add some lore eventually too :). I let you know when I have a new demo for you to check out!

Hi Glim! 

Thanks again for playing!! Good catch on that footstep SFX bug! I actually had implemented this at some point but something I did messed it up and I never noticed them disappear, I will have to track it down! I will let you know when I have a longer more filled out demo available for you to check out! 

Best,

Jacob 

Pretty fun! It could get a bit intense, I feel like the SFX for the worms could be even scarier, though its decent now already! I had some issues with my directional sfx, like it would shift ears in a weird way when i turned, I'm not sure if that was just on my end though. I also didn't use the board much except as a brief finisher after the jet pack and hook to stop from stepping. Maybe its better upgraded but I thought it doesn't gain momentum enough, like I expected some cool sand-boarding and instead it just kind of stopped. Overall pretty cool game! (I also liked the music!) 

ok I hopefully fixed the performance issues or at least made it less horrible -- there is kind of a design flaw baked into the way I wrote my shaders that does what I thought was a cool trick but (a) it is terrible for performance and (b) to my knowledge, no playtester has ever noticed :).  Solid first game mistake. 

I struggled with the controls unfortunately! I expected controls like a third person shooter where A and D strafe but it doesn't seem to work like that. Is there an "aim" button I'm supposed to hold down? 

Thanks for the feedback!! I wish I could blame the AI code bits too, but the performance issues are probably due to my shaders + vfx, another player also said they experienced lag during blood splatters (there is a performance killer having to do with some shader tricks that I *thought* I fixed too but will need to double check, same with the way it handles occlusion culling).  You *can* use the hook as a gravity gun, although I didn't supply any exploding barrel-type things in this version (the statue heads can be picked up and thrown through enemies but the player is strong enough against individual enemies that it isn't necessarily worth the time to actually do). Thanks for the feedback about the confusing parts, definitely need to work on some of these clarity things for the next version. Anyway, thanks again!