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* Grass has been added to make the environment look less chaotic at the start. * Fixed two of the fox ffg aiming animation positions when aiming. I noticed some strange things at the beginning, then I'll see what to do.
Before wanting to launch the game and starting it, I had planned something more ambitious, but you know in technical and logical terms, you have to calculate what you know how to do.
Problems with certain maps?
Although this has been made in an engine where it will be easy to create your own maps and certain concepts, there is something to keep in mind: when you want to make more detailed maps it requires a certain sacrifice to the fps in the case of the structures generated by the hammer and that was the biggest problem in the development.
Is there anything serious that needs to be corrected?
Being completely honest, there is no terrible bug or at least what I have been able to test after about 50 games testing map by map, even so I will try to correct certain visual details "if I have time"
Why do I charge for my game?
Look, there are Unity games with much more "simplistic" graphics than this one. Even if you don't think the environments are that great, know that I just wanted to give it an "extreme optimization." I wanted to take advantage of this potential for the Source 2013 engine.
Aside from the physics in Half-Life 2, which I see people love and want to get the most out of them. You'll see that paying for this game will help you "support and motivate me to create a better game in the future." Because the truth is, it's missing certain things to make it stand out more to the public, and although I feel a bit sorry, I appreciate some of the respectful criticism I've received, and if I have time, I'll update it to try to improve it.
Gameplay
*Ranged combat with medieval and magical weapons.
*Not so demanding platformer
*Missions that can be completed in several ways after the "first mission"
Details
*Mysterious story with some touches of environmental humor
*A villain with a background beyond being the bad guy
*Good physics (credits to VALVE)
*Destructible environments (With Certain Limitations)
*The game doesn't feel so linear
*Secrets and easter eggs
*Extra minigames (only if you want to try something different)
*Variety of traps
*Among other fun things that were already included in the game and tried to give focus to the gameplay so that despite not being very AAA-style, it will still be entertaining, that it will be comfortable that you can play without feeling like it has bad collisions and that if you want you can go through the game without having to face all the enemies in the game and a certain level of interactions with the world to make it feel special and not like a game as linear as certain one-person-made published games on STEAM
Flaws and limitations
*The melee gameplay is simple, but effective at breaking certain objects.
*Movement not so natural with keyboard, with controller it looks more natural
*Minor bug in VALVE code, The weapon is shown to be jumping in an area where it shouldn't be.
*Scenes can only be skipped when starting a new chapter from scratch
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