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A member registered Jan 07, 2023 · View creator page →

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Thanks a lot for trying it again!!

I tried to replicate the fullscreen issue you had when you started the game, but couldn't and i'm wondering if that was because you had an old save? I changed the way the screen resolutions work since last DD, so that might be what caused this particular issue.

Also, yeah i'm still working on the tutorial and i'm planning to add more stuff like dialogues with the robot, and maybe a guard or two once i finish reworking their AI

Looks cute, nice expressions, good start

I can't say much for now, except you can't go back when you click on the bath.

looking forward to the next updates!!

Yeah they're pretty good! about the molly enemies, i would just avoid having them in places where they can block the players progression because otherwise they are really cool enemies that you have to kill fast

I think the aiming is fine as it is

Okay, tried the new levels, and i got the hang of the shield enemies. I think 10 hp for the shield is fine (since you can just wire them to 2shot them) but it would be cool if we were able to shoot them in the back to kill them in one hit. 

They are a good addition to the game since they can be used as "batteries" for the doors or the stuff you need to wire: they aren't very dangerous and they follow you around.

In the second chapter's 3rd level, i had a little resetting bug. i got killed in the room with the vans crashing in and spawning enemies until you charge the battery enough to get out, and when i got back in there, no enemies were spawning

The fact enemies are flanking you as the shield charges you is pretty neat

The SMG's ROF feels a little low imo

The guys throwing mollies are totally blocking the player's progression in some areas if you don't charge in the room, around corridors, like here:



Fast paced game, accuracy needed too, aimlets will get filtered

Thanks for the long post!

I think i already fixed in the latest version i uploaded the evie issue (wrong script attached) and tweaked the character controller a bit to avoid clipping through walls as easily. (it still isn't as good as i want it to though)

As for the saving issue with the tutorial, and the dialogue still popping when it shouldn't thanks for figuring that out

I barely had time to "finish" the tutorial but i'm going to polish it in the coming weeks (adding dialogues to Hannah, to the robot, writing the end of the tutorial scene...)

Thanks for giving it a try!!

looks good, i think this game would play well with a controller

SFX could be a huge help too, i died twice because i didn't really pay attention to the orbs that were coming at me

Nice UI too, keybinding works well

Thanks for trying it out!!

I'll let the player interact with the robot in the next update, i just didn't have time to write its dialogues yet.

Yeah for now "unlock" and "knock" don't do anything, they're "placeholders" for the interact more menu, which i'll change a bit too

The guard AI is kind of broken since i updated the game to Godot 4.3, and i need to work on it to handle multiple guards anyway

Yeah i locked some vents and doors in the dorms to keep the player from going into the empty ones. there is a little goal in the dorms, you need to interact with the computer in the guards room and report back to Evie, but that's a bit of a "placeholder" quest right now

I LOVED the intro and the soundtrack, i wish there was a way to cancel the current action (maybe i just missed it) because pressing esc just brings me back to the menu, and out of the game.

Oter than that the game feels pretty polished, the enemies are challenging, and the game's nice overall, very good looking too imo

Thanks for trying it out!

Last DD, i think the game was around 1.5gb and yeah i'm sure i could still make it lighter

I have to fix the clipping issue, everyone crawled through the wall, but if you want to see what comes next, to get out of the tutorial building, you just have to crawl through a vent you can access by climbing on top of the freezer

the first sword guy and the foam guy are OP, the other two feel pretty weak in comparison, but that might be because of the attack direction following the movements instead of the mouse:

With the big guy i'm not afraid to get hit a bit since he keeps healing.

And since the foam guy can move pretty fast i'm not afraid to turn around and attack

That was pretty fun

Yes, that's what i was talking about, i got stuck there.

actually, i recorded a part of my playthrough, i don't know if that would be useful to you since i'm just going around, but here's a link:

I spend quite a lot of time between rounds to heal back up and restock on ammo, i think you could make it a bit more convenient for this game mode specifically

Okay i played it for a while, and i found something that made me crash, you can see it at the end of the video.

The screen always do look good thanks to the color palettes, but i think you might need to add a color for some ui stuff, at the beggining there are a lot of informations, little popups moving around, and i had a hard time telling which object i was supposed to click or double click sometimes.

It's weird being able to drag empty squares, and it would be cool to automatically remove the items in the crafting tab once you're out of materials for the craft you were making, maybe let the player quickly remove an item from a crafting tab slot by right clicking it. (maybe something similar is already avaible and i didn't see it)

I think i also got an oak log stuck in an order slot, i couldn't take it out (maybe because i was supposed to give a regular log)




That is the error i got: 

___________________________________________

############################################################################################

FATAL ERROR in

action number 1

of Draw Event

for object o_popup_guide:

second index out of bounds request 0,-4 maximum size is 1

############################################################################################

--------------------------------------------------------------------------------------------

called from - gml_Object_o_popup_guide_Draw_0 (line 1137)

(1 edit)

Cute, good looking game, nice UI

It would be cool if i could hold ctrl to slow down the cannon rotation a bit when i want to be accurate

I managed to clear the first tutorial (i didn't want to leave but i really had no choice) but got stuck on the second level of the second "chapter".

I remember your game from last DD or some DDs ago? cool progress, i liked the dialogues and the fast fights.

the annoying part is the healing stuff, it's too slow to get back to full health / armor between waves

And picking ammo from the bottomless ammo cupboards was kinda hard sometimes, i got stuck opening them back up trying to catch the ammo a lot of times.

Pressing 1 to close the dialogue box is pretty weird and i have a hard time getting used to that

Very cool models even though i didn't get how to fight, i understood the second part at least!

It was fun to try on multiplayer,
I think it lacks a bit of fx or sfx to tell the player "you're taking damages!!", i had some trouble telling i was getting destroyed

Thanks for trying it out!

Yeah i can see that there are some issues...

What's your PC setup like?

And yeah i forgot to turn the backface collision on the grid, thanks for pointing that out, i'm fixing it right now

(2 edits)

The visuals are awesome

When i start a new game, i can't select a known workd and press on "save this world", i have to start the game through the "quickstart" method

There was a time in the hospital when all the cards were too dark to be seen, so it blindly moved around, i don't know if that was intentional or not

Pressing "ok" on the loot card doesn't seem to do anything for now, and some choices you make in events don't seem to have any effect and just bring me back to the world map

I'm kinda lost for now, i don't think there is a lot to do, but the game looks SO good and the writing sounds good too. you seem to have another version up, is there more content in that one?

I played it for a bit and got kinda hooked, but i also ran into some bugs/issues:

-Some enemies spawn into the walls and stay stuck there
-I couldn't use the middle mouse button because the browser somehow caught it instead of the game, resulting in the website scrolling around while i was playing.

The game is pretty hard (to me) and the pacing of the attacks took me some time getting used to. I think having the "energy" bar under the character, or closer to the center of the screen could be better, cause glancing at it takes your eyes away from the fight

The boss fights are pretty hard, and it would be cool if health potions could be picked and stored in the inventory for that kind of fights (maybe i just didn't figure out how to do that though)

Cool visuals and sfx too!

Thanks, loved to see you try it out, i'll get a lot of those issues fixed and a proper tutorial for the next DD !

(1 edit)

Nice tutorial, the issue i had like lots of people was with the camera sensitivity: while freelook sens. seems to "derive" from the sensitivity, i don't think that's the case for the zoomed camera sens. (at least when you're in "freelook" mode)

I also had a hard time going up some slopes with the tank, and it shaked around a bit when i moved on one of those

otherwise, it was fun to play, especially with the biggest cannon

Letting player move the camera down when crawling through vents is a nice idea, i'll have to rework this camera anyway so i i'll add it to my todo list.

You can actually press "interact more" when you're in a locker to wait around until it's dark if you want to see the night map, it isn't said anywhere (as a lot of things for now) but i still have to balance light sensitivity for it to work as it should right now.

I'll definitely add throwables and other items later on, i kept the mouse buttons free for that exact reason, i'm looking forward to it, cause i want to do some fun stuff there

Thanks for trying it out and leaving a comment !!

First of all, damn the music's good, the intro is cool too.

The one "issue" i had with the controls (i'm playing with a controller btw), is that when i aim, the character doesn't aim in the direction i'm pointing at with my joystick, but is behaving like the arrows, rotating the player left and right. i don't know if that is intended, to simulate older games though. After playing for a while, i got used to it anyway

finished the 3 courses and i think the challenges do a really good job of getting the player used to the controls, to the powers and the way he should use them.

Your UI and settings seem to work well too, i didn't run into any issue.

Best i can do is three fiddy

(1 edit)

I've seen people test it successfully on linux, what hardware did you test it on ? i know my 4-5yo gtx1050 / i7-8750h laptop doesn't run it very smoothly, but i don't think i've had input drops

Thanks for trying it out and for the error message, did you have any lag after the startup dialogue ?

Yeah i could add that, good suggestion thanks

Thanks for trying it out !!

You're talking about the "camo index", a lower rate makes you harder to see for the guards, and it's mainly influenced by lighting and stance (standing, crouching, ramping) + movement.

I'm definitely not done with the guard IA, i need to add a lot of stuff there to make it the way i want it to be. (surprised, calling centrale, shouting to alert other guards, improving the way he looks around for the player...)

Thanks for trying the game, and the feedback !!

About the usb thing, maybe the guard IA got stuck somewhere, blocking the whole game in "alert" mode (it happened on a stream), and since the player can't interact with the usb key if he's in alert mode (to keep him from getting caught since a dialogue box appears, keeping the player from moving until it's closed), that happened.

There really is only one way to do it without getting spotted by the guard, it's by going into the vents, and jumping down the security room hatch, and then quickly hiding either inside the locker, or under the table, then jumping out of the window.

I think i could add a way for the player to vault windows cause jumping through them caused a lot of people trouble. (since there is no mid-air control)

Thanks for trying my game! !

Reading your comment and seeing people trying it out gave me an idea for a tutorial mission to explain the confusing control scheme, i'll also add more keys to go through dialogues and check if i can make it more consistent

When you see in the top-left corner the "hotzone" icon, it means you're somewhere you're not supposed to, and you risk getting caught. if you're out of it, the guards won't start chasing you. Next to it, you've got the "camo index", a lower %age makes you harder to see for the guards. it mainly is influenced by lighting and stance / movement. The square next to it indicates where the light hitting the player are coming from, i'm not going to leave this by default in the future

have you been able to get out of the locker anyway ? cause Federx couldn't, according to his comment

maybe you could let the player change the hand holding the gun to let him round corners a bit more easily

(1 edit)

I tried it, it's nice but hard to keep all of the controls in mind. If you 1v1 a guard it's over for him cause you can just overwhelm him with attacks and i haven't been put in many 2v1 situations

I didn't come across any bug either

Also, i really really like your trees, they look so cool, and climbing around a level is nice too

thanks a lot for trying it out ! !

Thanks for the feedback, i know it weights way too much, i'll have to look into that

i use the scroll wheel to go through the interact more menu cause i want the player to still be able to get away (with WASD) if something comes up without having to close the interact more menu first (it closes itself when you get away from the door). but, maybe i'll change the way this menu is displayed in the future though, i could try to add some sort of "wheel" selection that lets you select something with the mouse

I crouch the player when he peeks to make it a bit more "immersive" since you need to crouch in order to have your head at keyhole level

You're right about the vents movement, i think i could improve this somehow, i'll add it to my todo list. i've also seen a streamer having the same issue with the fullscreen being broken after a gameover, so i'll look into that too  !!

Thanks for trying my game and for the comment !! !

I had some random crashes from times to times, but otherwise it's pretty fun, i like the musics, the VFX are cool, there are some "reset" issues with enemies and the shotgun you can pick, but otherwise it's fun, the "tutorials" are a bit long though, the latest missions are the best IMO, and i had fun with the molotow WIP part at the end.

The main menu also doesn't seem to work here, i get soft-locked if i click on settings or exit.

Also, at the start i pressed r to try and reload (that's a reflex) and restarted my game quite often that way

i really like the mix of 3D and pixelart, cool level design too !

I've been put through a lot of self defense situations in this game, i liked to operate the gun just like it should be done, especially in a game prone to making you spill the spaghettis like this one.

It feels weird not to aim down the sights, and it's a bit of an issue when you have to round a corner from the right side, especially since the enemies have pretty fast reflexes / are kinda hard to see

I like it, just my type of game

I love the sound design, the music's awesome, reminds me of "organ trail"

I had an issue when trying to rebind keys though, it breaks when i assign "f" as the confirm button and i have to reset them to get out.

there's a little bug on the dry plant next to the water/oil, inspect and cancel are displayed twice

I like how the writing when you change room supports the atmosphere, also how some dialogues change based on context

Having buttons to rotate but the direction being "decorrellated" from it make the controls feel weird, like i would make it so W makes you walk in the direction the light's pointing at, and A-D would be strafing, but i get the game's emulating an older game feeling too

It's cool the skills are useful sometimes too, i deciphered the note next to the generator, which i couldn't have done if i didn't have i high perception skill i guess

finished it on the first try, the game looks pretty tightly put together, not many bugs or anything like that, very cool !

(1 edit)

I think you should clamp the camera rotation down and up (with a small safety margin maybe) cause some weird stuff happens when you try to do a backflip it would look like:
$camerabase.rotation.x = clamp(camerabase.rotation.x, deg_to_rad(-30),deg_to_rad(30))

I like how responsive the aim is, it felt like i was playing csgo

being able to shoot incoming rockets mid-air would be cool

I had some trouble in the more enemies-filled levels; since i can't hear them moving around

I'm looking forward to more redhead shots, keep up the good work WGMI !!!

Thank you for trying my game and leaving such a detailed comment !!

I'll add lots of your points to my todo list; the separate axis camera sensitivity, smoothing the controller's camera (with a slider too maybe ?). I'm still not so happy about how the long/short press is handled, so i'll look into improving it.

The locks and Dialogues were added pretty lately into the demo, i didn't have much time to try it out, so thanks for this too, i'll take a look at it.

And i'm planning to add ways to distract the guards later on of course, i'm just working on the basics for now, equipping and throwing a cola can or that kind of stuff could be fun

(1 edit)

Yeah the weight is weird, i'll have to do something about it.

The tricky thing about escaping the guard is that he can hear you running, jumping etc, so you're not done with him once you're out of his sight, you have to be quiet about it too.

I think i might still have an issue with the mapping in the builds (as opposed to editor version) that could cause you to get locked into a locker

Thanks for trying my game and leaving a comment about it !! !