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ChthonicDev
Creator of
Recent community posts
- controller support seems to be gone?
- used a medkit from the intentory and it didn't update on the HUD, it still said i had 1 medkit when it should say 0
- shooting while moving, especially with the silenced pistol, seems to make hitting some shots pretty much impossible? like shooting diagonally upwards while standing still hits every time but while moving you miss most shots
- the red alert lights hitting the smoke in some places looks amazing
- the animated portraits with lights on them and stuff are also incredible
- sometimes pressing 1 or 2 to swap guns doesnt work
- i remain unconvinced that deadlock-style 3 dash charges are the right fit for this game. making it a continuous bar that you spend to sprint would feel more natural i think and also make it more about smoothly maintaining the best positioning possible.

demo finished. game is still very fun moment to moment.
jumping still feels 99% useless especially for combat.
explosive barrels still do pitiful damage.
seems like melee weapons are out of the game? that might be for the better.
other than that the new enemy is cool, the stamina bar i think is new and works well with everything else.
nice proggy
happy you liked it!
i do plan to add way more enemies to this game since each enemy is actually quite simple to implement. after that it's about finding the best way to combine them to make interesting challenges. the latter part of the demo level is indeed kind of an experiment shitpost and definitely wont be in the final game in any way lol.
do you remember if the secrets you found where by touching a certain spot? there's also 2 other Urns to spawn but those require shooting at certain places
- yeah i wanted to force the player to crouch there at the start if they find the Urn, and yes i plan on having a better crouch-shooting tutorial in the future with a button that you can only hit while crouching.
- the float moving is just because i didnt make the animation yet, she'll have a relatively normal run cycle later on
- my plan is to make enemies feel predictable individually but unpredictable in groups. right now i'm not happy with the way the Sluagh (the zombies) aggro either, i'll be adjusting that
thanks for playing! yeah i'll definitely have to build a very step-by-step type introductory obstacles to teach the player what the game expects of them cuz i promise you that hallway is not that hard actually lol.
and yeah maybe i should make the camera swings more bezier curved in their transitions, it'll probably feel better
that's the vibe yeah, "what if ghosts n goblins but 3D", because capcom tried with the maximo games on ps2 but i think they completely gave up what made GnG unique and interesting in the transition.
anyway checkpoints will exist in my next demo but they will be placed many minutes away from each other teehee
thanks for the video! thanks to it i noticed that playing with an analog stick lets you jump in any angle and not just 8 directions fuuuuuuuck i'll fix that, it's not intended.
and yeah right now the bats look around them the same distance in all directions for targets but i'm gonna change it so they look mostly forward which should make their targeting more reliable
better than i expected. seems to be in a somewhat early stage despite the very nice polish, some notes.
- explosive barrels do pitiful damage
- props having huge innacurate hitboxes makes sense for player collision but it feels really bad for projectile collision, you might want to have another collision layer with more precise hitboxes for the props that is only checked by projectiles.
- seems to be kinda too easy so far, i dont know how hard you want it to be.
- lack of pantsu under her dress feels insulting
- edit: going from ranged weapons to the daggers and the game became absolutely unplayable wtf
- edit2: your backstepping perk is bugged, it increases move speed while aiming in the global south direction, not in the local backwards direction of the character. lmfao
- edit3: game is completely trivialized by just roll-mashing to the teleporter
after last year's demo i was excited for this one but i ended up massively disappointed, dick in hand and all.
seems like you guys had some trouble during the last year or something? i like the new scope for the game and as always great mood and animations but it does suck to see such a big setback happened
i think i did everything the game had to offer (reached the hotel and turn the power on). there's so much jank and unfinished stuff that i dont really think i should point it out because you already know.
i havent played many games like this and i found myself very immersed. jumping over that fence on the road and getting a music jingle was peak.
i only managed to deal with the spiders reliably with the water btw, nothing else seemed to work.
also shooting water while looking down and walking forward causes you to jerk around like you're hitting the water colliders or something lol.
But yeah this is an ultra rough sketch but i think this can be a very nice game
so it's like a risk of rain but with a bit of vampire survivors? seems fine enough so far, keep at it
two things i noticed:
- holding both left and right arrows makes the character move left but slower
- spacebar to jump but also to confirm what upgrade to get caused me to often pick an upgrade accidentally as the prompt apepared
didn't get deep into it but:
- great concept i like it
- turtle that flips the board can fuck off
- way too much inverting controls to the point 70% of my playtime was spent with inverted controls
- the boss seemed like he was supposed to use its skills when the blue bar was filled but i could swear sometimes it would cast them even without it full
- losing your entire run because you lose a single fight seems quite punishing.
thas it i enjoyed everything else tbh
cookie counter WAY too big
mouse sensitivity WAY too low
no camera controls on controller sadge
jump arc feels odd, like you're always hitting a ceiling and bouncing back down
it's odd that these canine creatures are so obsessed with chocolate chip cookies and chocolate donuts since chocolate would fuckin KILL THEM
i like it a lot though, feels good, great style, has immense pottential as a 3d platformer with puzzle elements. you should probably have some kind of unbreakable box type for main puzzles so that the player doesnt softlock themselves constantly lmao
you REALLY gotta chill with the tutorial prompts, they should stay for like twice as long on screen at least lmao
i died during the industrial combat zone thing and had to do the whole tutorial again which i didnt feel like sry.
unlike others here i dont think there's much of a contradiction between having a bit of movement tech and being more tactical, it feels good.
i dont get how to deal with enemies who have everything protected except their legs, they tank hits to the legs as well so they just become bullet sponges
i think it's kind of a bad thing as it stands right now. i feel like the game would flow better if you just died more easily (so the stress of it being difficult feels reasonable since the punishment for failure would be high) ooor keep the current health but actually reward the player for not getting hit...
basically either punish mistakes more or reward perfect play more, or both
i was just kinda memeing because at this stage you could turn this into anything. but an extraction shooter would usually have you set up a loadout to go into a map and then playing there and needing to extract through some risky means. and if you die you lose your inventory but if you extract then you keep that stuff in your vault to risk again later.
but yeah probably bigger maps with more to do and more competent enemies would be like the first thing you'd wanna work on idk
i reaaalllyyyyyyy enjoyed it. looks and sounds and feels great to play.
- moving slower on the ground is kinda annoying ngl
- game is hard as hell to not get hit in but the health feels too forgiving... so it's really difficult but too easy at the same time.
- this really needs a little glossary of what every sub-weapon is and stuff like that
oh, yeah, it's a very conscious design choice to only allow cardinal directions and directly up and down. i'll add analogue stick support soon but it will still be axis locked so it'll still be the same lol. And although it's not frequent, there's been many games with controls like this and i never found them awkward idk, i think it's something you get used to in like 3 minutes
I suck at it (i think i have to beat every enemy in a level to get to the next?) but man it is satisfying as hell to grapple around and shoot at the floating dudes and the worms.
I actually kinda prefer not being able to pick guns, rotating through them feels really nice.
I kinda wish you could just grapple with left click and shoot with right click, instead of swapping between them.
definitely scratches the devil daggers itch
i found my first treasure naturally but the second literally was not physically there. i knew i was in the right spot, i dug a massive crater around it, and even used the debug beams that tell you were it is. but it wasn't there.
i assume that's a bug or something unfinished, idk.
anyway i like the idea and it's very pleasant to play right now already

