Really enjoy the game so far, keen to see where it goes next all the different thing in there are always a surprise! (Love the new mechanics and shapes with the biofuel!!) Also the cutscenes are super neat and entertaining!
Wonderful job!
I’ll be diddly-damned, that was the hottest gaming experience I’ve had all year! (And it may just hold that record for the next 12 months too, talk about coming out swingin’!) I usually don’t dabble with shooterism-type games, more of a casual rascal myself, but by golly this was fun from top to bottom! Even made an account here just to sing my praises (long-time forum viewer, first time forum-poster & all). You did good! Wonder how many levels are planned at the moment (wonder just how much plumper that shrimpm’n will get…)
Sorry, I thought you were stuck immediately after that part! This is the first time the game requires you to do a long horizontal hover to cross a gap, so it’s understandable that might not be the first thing you’d try. I’m trying to think of a way to signpost it a little better, maybe a literal sign that says “no jetpacks” or something? I’d like to have the platforming be a bit more featured in the future so this is good to think about.
Thanks! I was a bit concerned about being able to get enough new stuff in to keep it feeling fresh, but I guess with the 6 month turnaround that was a somewhat unfounded anxiety. Feeling pretty good about the way that part of the design is going.
Thanks, Ned! I’m flattered that you emerged from your lurk-hole just to post about my not-that-little project.
I guess it makes sense in terms of like, demographics, but I still am shocked/amused that my game(s) are sometimes an introduction to the boomer shooter genre for the under-25s. Not that MDK and Half-Life are required reading for this game-- I guess it’s just neat that people still enjoy it despite not knowing the inspirations.
I have no idea! Definitely at least 5, max 10-ish? Most likey 6-7.
And as of 0.3 Blue Lobster’s max size (which we still haven’t reached) was doubled to support the energy from future levels, so… pretty big!
Oh nice, you got the update out right before the end of the year haha!
Great work!
Got nothing to add that I haven’t mentioned while testing, I very much appreciate being able to get a closer look at the game’s development and help it continue improving in any small way I can!
I would like to share something- but maybe I should say… The update is pretty good! Loved every bit of it! And one of witch that being the save files that ya can edit. :b
( These just the First Level in the begging with “energyfactor” at 0.005 )
The diretions for them would be: “C:\Users\ [Username] \AppData\LocalLow\reallyexists\Heavy Ordnance”
Gets alot more text later on but they would be at the bottom of the file to change them.
Just of course ya load them via the autosave or with the new Manual Saves ( changing Macro size and Micro even update the “energyfactor” back to 1.0 so to remember the lower it is, da more’cha get! and viceversa :b )
And reallyexists, sorry for not replying back on that DM, was basically giving up on modding at that point… <:u
I made an account here to let you know that I very much appreciate this game and all the hard work and love you’ve put into it! I played v0.2 when it came out and I was excited when I saw that the third level was out! So far, it’s the most detailed, interesting, and in-depth level! The visuals are more interesting to look at than a bunch of white walls, and there are even secrets that I haven’t figured out yet. Keep up the great work!
I have to say, this game is extremely fun and i am very interested to see where it goes. Also if you need some art assets, i think we could do something about that. If not just keep up the work, cause its a blast.
Well this was a nice surprise. A late Christmas present? You shouldn’t have!
I had a blast playing through the new level. It’s big and full of big fun, in multiple ways. Obviously, loading up on bio fuel is part of it, but I just want to say, I like how the macro sections are designed too. They were in Omega Base too, of course, but I like how you end up hunting down the little guards as they try to hide behind the pillars. It really does a nice job of making you feel like an apex predator.
Though with that said, the new level is also a pretty big jump in difficulty! I had trouble just beating it with normal gameplay, especially the final room. I didn’t notice the walking armor enemies’ weak point on my own so maybe that was part of my problem? I eventually resorted to hiding in a side room and torching the doorway. I’m still not sure how I would go about dealing with that section melee-only… and that’s not even getting into the pain of the flying drones. Ah well, that’s a problem for another day. This game is awesome, and I’m sure I’ll come back for challenge runs at some point.
Had a thought, too: Howsabout the option to talk to them in the level select? Clicking on 'em to get some extra dialogue, like 4-5 randomized options that vary based on where you are in the story
edit: also JUST now discovered a bit of a bug: Clicking continue on the menu screen too quick after booting up the game causes the title theme to overlap with the level select theme, and the rest of the game’s music as well it seems
I’m sort of rethinking my stance on not having a straight-up difficulty option in this game. I think earlier versions weren’t difficult enough to justify it, but we’re getting into the territory where an accessibility option is warranted. I might either do a huge rework of some base systems or just like, add a damage reduction slider. Or both, maybe both.
AAAA I LOVE IT!!! Extremely cute!!! The actual blendshapes don’t have the fat cheeks but this makes me feel that that was a grave oversight!
I’m glad Blue Lob is getting some appreciation, that buttery goodness is made of… just a ton of polygons. They were a spoiler in 0.1 but they probably should’ve been in the trailer this time. Maybe I’ll remember for the next one.
I’ve been thinking about this! I’m not sure how involved I’d like it to be but something like that is definitely on the to-do list.
That’s unfortunate! This is probably just on the title screen? I’m unable to reproduce this but it’s definitely possible there are two “emcee” objects being allowed to coexist, it should be easy enough to prevent that from happening.
So i don’t know if this is really nesessary, but when i was trying Gamma base with the increased energy factor, (0.005) when you open the door that takes your energy, it takes way too much and you go into the negatives, your melee does almost no damage, and you can’t open or access any doors or loading zones, so i would have to real quick change the factor to 1.0 to open the energy door and after reaching a save turn it back, not sure if this would count as a bug as its only in extreme circumstances but might as well bring it up.
Yeah, I thought this went without saying, but editing values in save files can lead to unintended behavior and break stuff. This value is what converts your energy input depending on your macro size, and I guess it’s important for other stuff, too!
I just got around to playing this last night and holy moly the level of playability this has already has my jaw dropping quite a bit! Love the orca, the weight gain mechanics, ADORE the biofuel mechanic a lot, and am pretty hyped to see where else you take it from here!
Ay, question, i noticed a trend with each new level: new game mechanic that allows the player character to get bigger than in the last level. Will this trend continue?
The game has a macro mechanic: will there be a micro mechanic?
Also with how many mechanics are getting added, have you considered adding a roguelike mode in the future? I just thought it would fit well already with all stuff present in the game and add a lot of replayability.
I’m not sure! This was the second time I decided to double the max size in the game (the first being prior to releasing 0.1). I think I might be approaching the limits of the mesh at this point? I have thought that before, but having implemented the fluid system it would be a lot of work to add a whole other independent size-affecting mechanic, and have it play nice with everything else.
I think there’s a good amount of space to iterate on what’s in the game and play with different mechanics interactions. Not ruling out adding more size mechanics, currently not explicitly planning on it. Also we haven’t gotten to full size during normal gameplay yet, so there’s that!
Yeah! Still working on this. Very small sizes are harder to do than very large ones, it turns out. We’re also getting bigger than ~12 American feet tall at some point.
Something like this is on the radar! An endless mode has been suggested before. The simplest way to do this would probably be some kind of arena where you fight waves of enemies. I still want to add a bit more content before working on this.