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gatorShins

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A member registered Oct 10, 2014 · View creator page →

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Yeah this is the first game jam where I finished on time 😅 last 2 times I ran out of time and ended up not submitting.

Ah dang, yeah I think I'll extend the battery life by quite a bit. Thinking of having flares function differently, other than just a light source so aye, flashlight needs to last longer.

I'd love to go cave diving (in theory) but I know I'd definitely just have a panic attack and probably drown. So I'll just stick to making games about things I'll never do 😅

Thank you :)

Thank you so much :) yeah the controls are pretty peculiar but I wanted to do something different than just "hold W to move forward".

Yeah I'm definitely going to continue it. Got a lot of ideas for it. Should release it on itch/steam next year some time.

Hey, thanks for playing :)

You also have flares! And you can change the batteries on the flashlight. 

Yeah they can take a bit of getting used to. I was going to add a simplified/accessibility version as well but ran out of time. 

Cheers dude 😊

Yeah I'm looking into releasing it on gog

Movement keys can be changed aye. 

Saving is manual saves at statues in the game. 

Rebinding is coming. I was hoping to have it in for this demo but I just ran out of time, gonna give it another look next week so could have a demo update out soon with rebinding. 

The book where you can view spells you have to press alt-attack which is middle mouse, I should probably have mentioned that in the tutorial totem thing but it is displayed in the controls. Right click is now magic attack, middle is alt. I guess I should change it for the book though, since then mouse 1 is magic attack. I'll add that to the list to fix. 

Yeah movement could be improved for sure, my first character controller I've done so it's a bit of a learning process. As for the bobbing, I'll add a toggle. Tbf so far you're the only one who's mentioned it so 🤷‍♂️ a toggle will do

Sliding can only be done forward right now, dashing on the other hand can be done in any direction. 

Thanks for playing and thank you for the feedback.

YOU'RE RAD!

yooo, thank you :) glad you're enjoying it so much

Unfortunately it's not in my plans for now. To be quite honest I think it's above my skill level haha, this is my first proper full game and I don't know where I'd begin with making a map editor or mod tools. That may change in the future of course but for now there's no plans. 

Apologies, I just get a lot of messages regarding adding music to the game and it seems like most haven't even really bothered to look at the project other than screenshots. 

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Hey, I already have someone making the music which is present in the demo. I appreciate the offer but maybe check in with the games you're commenting to see if they have music already? Not trying to be mean but it comes across as you not really caring about the project you're asking to work on.

Hey, thanks for playing :D towards the end when you were trying to bring up the spell select you must have pressed X, it toggles walk/run.

Hey, glad you enjoyed the new demo :) It takes two axe swings to the head to kill basic enemies or one charged attack, which I feel is pretty fair. Agreed the pistol is weak headshot wise, I'll bump up the damage slightly. It's good against enemies legs at least. Trying to distinguish the weapons somewhat, like the shotgun/crossbow are great at headshots, pistols good for leg damage etc. 

I could most certainly add a gameplay modifier tho, "Realistic headshots" or something where the damage is increased a lot. 

Hey :) thank you for playing. I'm glad you enjoyed the demo so much. Keep an eye out, there will be an update soon regarding the demo :D 

Hey, glad you had fun :) Thank you so much for the wishlist. Yeah I don't have a discord for the game, I honestly just don't have the time to run one. What with working full time then developing Coven in my spare time. I post regularly on twitter with updates https://twitter.com/GatorShins if that's any use

just wondering. It's still running in a modern engine, with a lot more stuff going on even though visually it's simplistic. I can make a 32 bit build, tho unsure if it will just work without issue. It's nice to know specs of people who will be wanting to play.

what are your specs?

No the demo is 2 levels from the first episode. The first episode will be around 8 - 10 levels long. 

Ayeee, so the second episode won't be too far in the future from the first, maybe 30 years or so but in a different place. Third episode will be in a vastly different time and place. 

Releases into early access this halloween, will be the first full episode set in the 1600's. Thank you for playing, glad you enjoyed it :) I post updates regularly on twittter: https://twitter.com/GatorShins

Hey, sorry I thought I'd replied to this but I guess I typed it out then just didn't send -_- 

Yeah, I might add some descriptions to certain books lying around for more world building that'd be good. I'll keep you in mind when I get to localization :) thank you

Hey, thanks for playing! Glad you enjoyed it. 

In the EA release there will be a different song per level of course, unfortunately didn't have the time nor money to get another song made for the second level in the demo. 

Hmmm, I tested standard ultra-wide aspect ratio in the editor the UI scales to it properly but the effects don't, like the vignettes for picking up items or when you dash. I'll take a look into it. I don't have a ultra-wide monitor so I kinda just rely on setting the custom res in unity, guess it might not scale properly :\ 


Again, thanks for playing! And thank you for the feedback <3

Pretty strange, I've added it to the buglist and will keep an eye out if anyone else experiences it. 

Did you manage to get this working?

Thank you :) glad you enjoyed the demo. To be put alongside Cultic Incision is amazing, they both look fantastic. 

Yeah maybe a controller or joystick, left d-pad on the controller sets PSX mode also, could be another device using this axis. 

Hmmm, sounds like PSX mode is being set over and over. Is there an issue with the P key on your keyboard?

Hey, thank you so much for the detailed feedback. I'm glad you enjoyed the demo's so much, it really makes all this work feel worth it. 

So I removed the vomit as it wasn't really used by many people who I watched play the original demo. I was in the process of adding a parry when using the shield which would serve the same purpose to stagger enemies but it wasn't done in time to get the demo out for halloween. I'm going to revist the whole vomit mechanic though and see if I can find a good use for it, since it does make eating enemies more worthwhile when above full health. Maybe some kind of one shot big ol' vomit when the gut meter is full, so it's more like a special attack that just melts all enemies.

Yeah the normal shotgun is a bit out there, seems a bit out of place. I was just trying to make something a little different, the revolver shotgun. As it's not really seen much in any game. 

In the latest demo I removed the sword pitchfork as I made some changes to the way picking up interactables worked, again due to time constraints I didn't add them back in. They will be back though, with their own animations. As previously they used the same animations as the axe. 

I'm glad you enjoyed all the little details. I feel it's what makes a game, I loved all those small details in old games myself so I get a lot of enjoyment out of adding them. There will be plenty more as well as I progress further with the game. So keep an eye out!

The zombies may make a return in the early access version of the game, they just felt a bit out of place in this first level I think. Also yeah, they don't fight with the villager enemies which I felt kinda limited them. It will be something I explore in the coming months to see if I can get infighting working in a fun way. I'm also currently adding a bunch of new villager enemy types. A pikeman who wields a pike a shield, an axe throwing villager who will circle the player at a certain distance, as well as making armored villagers more like captains, so when they're killed there's a chance some of the weaker enemies may try to flee/hide. Just a bit of variation to make the combat more engaging and varied. Also going to add npc's who aren't violent, so you can choose to kill them or spare them depending who you feel. Maybe some livestock as well, for extra health and to stick it to the villagers who wronged.

Again, thank you so much for the feedback and praise. It really does mean a lot to me. It keeps me going! <3

glad you enjoyed it :) 

Thanks for playing it dude. Video was a blast to watch. And aye development is going good! Excited to make more levels, enemies and weapons!

There you go. I added a normal zip folder. Sorry about that.

Glad you enjoyed it :) 

oh, it's a 7z file, which is a 7zip folder. I'll upload a normal zip instead. Be up in a few minutes.

Sick video! I noticed you had a bit of a bad time with the bunch of enemies after the shack, dashing around more helps. Also the axe does damage to different parts of the enemies, so if you hit them in the head you get a chance of a nice decapitation! Excited to see the new video.