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terrymaximo

4
Posts
A member registered Jul 16, 2024

Creator of

Recent community posts

Thank you for the feedback. I had to significantly dial back my detection checks and fps in order for the game to even be playable. It was my first time using rays to check for position and my code could have been better. In the end, I used point distance to the player for the enemy to activate and put the rays into an alarm and step event which helped performance. With more time I may have been able to make them more efficient. 

I did have 1 additional enemy that was scrapped for performance, it would crawl around the wall blocks in the middle of the level in a metroid style way. My goal that I did not reach for a secondary mechanic was for the FOV cones to change in size based on some action or input. If I do more with the game, I would make a few small levels with 1-3 enemies each but add additional types of enemies. 

Thank you for playing and for the feedback. I did not test on multiple browsers, only Chrome but something I will do next time. Glad you liked the music.

Thank you for playing. Not sure what browser but in testing, character movement should feel ok but the timer could seem slow.  Yes you can outrun the enemies, the difficulty/enemy speed was trying to figure out the sweet spot.  TY <3

(1 edit)

I struggled with finishing the game within the timeframe and  making it efficient for HTML5 format. I did not want to change much after a certain phase, but one of the things I would fix is the enemy wall collision. Appreciate your comments on the music and vibes. With more time, enemy patrol was a secondary mechanic I wanted to learn how to add.

Thank you for playing and the feedback.