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norep

6
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7
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A member registered Feb 01, 2019

Recent community posts

Lovely game. I really dig the art style and combat system. Great work.

Awesome game. Great concept and execution. Love the lightbulb physics.

Beautiful little game.

Neat little party game. For alpha stage it is stable, I haven't encountered any bugs or crashes. 

Pickup boxes require some in-game explanation [and physics taming :) ], I expect it to be added later on, with improved HUD - like minimap or enemy's direction indicator.

Really nice looking FX, and I hope Main Menu will soon be overhauled to match graphics style of the game. I will definitely check it out again when it is in Final form.

Not many suggestions at this point, since it is still alpha, however, bump damage could be looked into. 

Thank you for answering to my post. I have checked the throwing katanas again, and game does not save the state, always re-defaults to split katanas after cooldown.

I have also checked the pick up audio, and with high volume I can finally hear it. It's most likely my sound settings, where container breaking has higher pitch than pickup cue, and I dont hear second one over first with my current audio setup. Cheers.

Really cool and atmospheric game. It feels very familiar, but it doesn't fall into a clone category of any known to me game [I did not play Dusk, lots of people mention it here]. I also have not encountered any bugs or slowdowns. Since this is early in development, I will list a couple of quirks I did not like, and after final release will see if it's just something I has to get used to:

- pickups feedback - I often was backing up for some pickup cause I did not feel I took it, if there is audio cue I can't hear it well, which would be strange cause overall Audio design is pretty good [gritty sounds of mechanisms, monster growls etc.]

- being damaged - same as above, maybe I am just sensory understimulated, but sometimes took me a minute to realize I am being attacked/damaged by something :D

- pistols reload - kinda weird in game like this, feels like unnecessary slowdow. It also made me mash R on single barrel shotgun for no reason [or you should reload it too and I just found bug?]

- katana throw - very similar to pistols reload, throw requires too many buttons [1, Q, then LMB], and is rather slow, why not just throw on Q press, icon for it is displayed next to Dash anyway? There might be underlaying design choise for this that I just do not see

That being said, Hell Hunt is the reason I spent most of my gaming days on itch now. Something about independent development that brings out the best of creative stuff I seen in video games. Awesome game I will look forward to being released. Keep up the great work.