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Name

 Howard Phillips Lovecar 

 

Developer

 The Secret Pie 

 

Publisher

 The Secret Pie 

 

Tags

 Action 

 Indie 

 

Singleplayer 

Release

 2018-10-01 

 

Steam

 € £ $ / % 

 

News

 28 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 0 

 

Steam Rating

 Positive 

Steam store

 https://store.steampowered.com/app/644370 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Howard Phillips Lovecar - Linux [174.34 M] 




LINUX STREAMERS (0)




BUILD 1.0 RELEASED!

I fixed all remaining bugs (that I was aware of), added some new sounds and a new enemy. Oh, and I added achievements as well.


Thank you for your support, ideas and crash logs.
Have fun!


[ 2018-10-01 17:25:34 CET ] [ Original post ]

Build 0.8.0 - Leaderboard, new upgrades, many improvements



  • added Leaderboard
  • new upgrade: Cultist Magnet (you'll love it :D)
  • new upgrade: Burning Handbrake
  • added an option to control the camera "glue" (how much it follows the Old Ones)
  • house shakes when it's being claimed by the player
  • better car damage info (debris, smoke, sounds)
  • car explodes on death now
  • new sounds added
  • bugfixes


[ 2018-06-15 11:34:40 CET ] [ Original post ]

Tournament mode


I just added the tournament mode. Grab some friends, enter your names, play the game one by one and see who's the best at shooting The Unspeakable Ones!


[ 2018-05-18 21:39:42 CET ] [ Original post ]

Crates!

[/img]
I pushed a new build; you can find destructible crates on the play area now. They contain ammo or XP bonuses (that's another thing I added in this build) - so it's certainly worth to look around for them!


[ 2018-05-04 12:53:33 CET ] [ Original post ]

Build 0.7.0 - tutorials



  • added in-game tutorial texts
  • added destructible bushes
  • added ground texture
  • fences are easier to drive through now
  • optimized a few things
  • fixed claimed house icons


[ 2018-04-08 21:20:52 CET ] [ Original post ]

Build 0.7.0 - tutorials



  • added in-game tutorial texts
  • added destructible bushes
  • added ground texture
  • fences are easier to drive through now
  • optimized a few things
  • fixed claimed house icons


[ 2018-04-08 21:20:52 CET ] [ Original post ]

New build



- play area is restricted now
- impenetrable forest
- player starts on a road
- added a new enemy type
- added support for looping sounds to the positional sound system
- fixed numerous bugs with giant enemies death
- more balanced gameplay, enemies are getting more dangerous as the game progresses
- fixed some sounds looping for too long


[ 2018-02-16 18:20:37 CET ] [ Original post ]

New build

[/img]

- play area is restricted now
- impenetrable forest
- player starts on a road
- added a new enemy type
- added support for looping sounds to the positional sound system
- fixed numerous bugs with giant enemies death
- more balanced gameplay, enemies are getting more dangerous as the game progresses
- fixed some sounds looping for too long


[ 2018-02-16 18:20:37 CET ] [ Original post ]

Build 0.6.2 - fields and fences

[/img]

At last! It took much more time than I planned, but the new build is available now. Most of my work was spent on making a world generator which does not allow for overlapping of any objects (houses, roads, fields) - it was surprisingly tricky to get this right with all the object shapes and rotations available. The good news is that I can add new objects much easier now, so expect to have a more varied game area in the upcoming builds!

[/img]
Changelog:


  • garages are now bigger
  • cultists don't chase you when you're indoors
  • added fields
  • added destructible fences
  • the Elder "bullets" are easier to avoid now
  • houses absolutely won't overlap anymore
  • fixed crash on longer play sessions (thanks to Queen Ripple!)


[ 2017-11-13 09:31:33 CET ] [ Original post ]

Build 0.6.2 - fields and fences

[/img]

At last! It took much more time than I planned, but the new build is available now. Most of my work was spent on making a world generator which does not allow for overlapping of any objects (houses, roads, fields) - it was surprisingly tricky to get this right with all the object shapes and rotations available. The good news is that I can add new objects much easier now, so expect to have a more varied game area in the upcoming builds!

[/img]
Changelog:


  • garages are now bigger
  • cultists don't chase you when you're indoors
  • added fields
  • added destructible fences
  • the Elder "bullets" are easier to avoid now
  • houses absolutely won't overlap anymore
  • fixed crash on longer play sessions (thanks to Queen Ripple!)


[ 2017-11-13 09:31:33 CET ] [ Original post ]

Fences

[/img]
I'm adding things to live up the world a bit. My current focus are fenced areas; cultists need to move around them, they stop the Elder "bullets" and they crush and bow before your mighty car, if you're at proper speed!
[/img]
I have to fix a few things about them first, but I'll push the update soon!


[ 2017-10-18 09:54:10 CET ] [ Original post ]

Fences

[/img]
I'm adding things to live up the world a bit. My current focus are fenced areas; cultists need to move around them, they stop the Elder "bullets" and they crush and bow before your mighty car, if you're at proper speed!
[/img]
I have to fix a few things about them first, but I'll push the update soon!


[ 2017-10-18 09:54:10 CET ] [ Original post ]

Garage improvements

[/img]

Changelog:

- added roads leading to houses, making them easier to find and easier to drive into
- added garage-car impact sounds
- added sounds and a particle effect for garage door's destruction
- car engine sound is now muffled indoors
- car is now slightly visible when indoors
- houses shouldn't overlap anymore


[ 2017-10-08 22:35:07 CET ] [ Original post ]

Garage improvements

[/img]

Changelog:

- added roads leading to houses, making them easier to find and easier to drive into
- added garage-car impact sounds
- added sounds and a particle effect for garage door's destruction
- car engine sound is now muffled indoors
- car is now slightly visible when indoors
- houses shouldn't overlap anymore


[ 2017-10-08 22:35:07 CET ] [ Original post ]

New update - garages

[/img]
I just implemented a different way to repair your car!
There are a few shacks on the play area. They're used by cultists, but you can get inside and drive them off. A claimed shack (or is it a barn? Who knows!) becomes your garage and you can stop there to repair your car.
I think it's much more interesting than the old and tired stop-to-repair mechanics. Also, it gives you something to do at the very beginning of the game, which was a bit too empty.
Let me know what you think!

(as you can see, I made the barn doors destructible - just for fun :) )


[ 2017-10-02 09:46:02 CET ] [ Original post ]

New update - garages

[/img]
I just implemented a different way to repair your car!
There are a few shacks on the play area. They're used by cultists, but you can get inside and drive them off. A claimed shack (or is it a barn? Who knows!) becomes your garage and you can stop there to repair your car.
I think it's much more interesting than the old and tired stop-to-repair mechanics. Also, it gives you something to do at the very beginning of the game, which was a bit too empty.
Let me know what you think!

(as you can see, I made the barn doors destructible - just for fun :) )


[ 2017-10-02 09:46:02 CET ] [ Original post ]

What's this...?

[/img]


[ 2017-09-15 17:28:48 CET ] [ Original post ]

What's this...?

[/img]


[ 2017-09-15 17:28:48 CET ] [ Original post ]

I'm working again

I just wanted to let you know that I'm back from my vacation - so my work on HPL resumes!
I put the XP/upgrades on hold for a while, since I want to fix a gameplay thing that bothered me since the release: regeneration. Currently you need to stop the car and stop shooting for a while to get the car auto-repaired. It's clumsy and not fun at all... So, I'm reworking it into something else (better, hopefully :))!


[ 2017-08-30 09:35:38 CET ] [ Original post ]

I'm working again

I just wanted to let you know that I'm back from my vacation - so my work on HPL resumes!
I put the XP/upgrades on hold for a while, since I want to fix a gameplay thing that bothered me since the release: regeneration. Currently you need to stop the car and stop shooting for a while to get the car auto-repaired. It's clumsy and not fun at all... So, I'm reworking it into something else (better, hopefully :))!


[ 2017-08-30 09:35:38 CET ] [ Original post ]

XP update available!

I just pushed a new update with the XP system and a few basic upgrades. I wanted to make it richer first (more upgrades, better upgrade screen etc.), but I decided that you shouldn't wait too long to see it - so here it is. Check it out and let me know what you think, while I'm busy making it better!

Changes:


  • XP system added, gain XP by killing enemies. Bigger combo - more XP
  • Choose one of three randomized upgrades on level up
  • Added handbrake sounds


[ 2017-08-09 23:49:45 CET ] [ Original post ]

I started implementing upgrades :)

[/img]
It's totally unbalanced so far, but hey, it's fun!


[ 2017-07-28 13:28:38 CET ] [ Original post ]

Gameplay improvements - let me know what you think!

I spent some time to rethink the gameplay and here are my ideas:


  • player gets experience points for killing enemies. Higher combo - more XP.
  • advancing a level lets the player choose one of three randomly selected upgrades.
  • killing large enemies and making long combo chains yields some kind of trinkets.
  • the player will use the trinkets to unlock new upgrades (which will be available to choose in further plays).

I started implementing the XP system:
[/img]

I'm still not sure what to do with new weapons - I don't think that putting them in that random-3 is a good idea. Right now I think about an in-game shop, where you can buy another weapon using the trinkets (instead of using them to unlock new upgrades). Do you have any other ideas?


[ 2017-07-24 10:42:45 CET ] [ Original post ]

Pause menu added

I added the pause menu in the latest build. The "Quit game" option might seem like a bit too much, but I really like when games allow me to quit to desktop anytime.
[/img]
This (hopefully!) concludes the much-needed (and a bit boring) technical updates. Up next: work on improving the gameplay!


[ 2017-07-13 11:13:51 CET ] [ Original post ]

Customizable keyboard controls

Phew! That took me a while, but I finally implemented customizable controls for you. Let me know if I broke something!

[/img]

Other changes:

- Controllers: added digital controls for car movement, if you want to bind the acceleration/turning to regular buttons instead of analog triggers/joysticks.
- preliminary handbrake implemented :)


[ 2017-07-10 14:05:37 CET ] [ Original post ]

Customizable controls are on the way



I need to fix a few bugs and test it a bit more, but you'll be able to remap the keyboard controls soon!


[ 2017-07-05 14:59:57 CET ] [ Original post ]

Controller support is in!

I made a few fixes to the controller support and it works with the Steam Controller, Xbox 360 controller and the PS4 controller. Other devices should probably work as well :) Remember to use the Big Picture mode and remap the controls as you like!

Other changes:
- added sounds when collecting ammo
- killing a cultist makes his body fly away a little


[ 2017-06-23 00:12:07 CET ] [ Original post ]

Controller support in the beta branch

I just added controller support based on the Steam API in the beta branch. I tested it with the Steam Controller and the Xbox 360 controller and it seems to work well. But I need more devices to be tested before I push it to the public build! So, if you have any controller - please enable the beta access, download the latest build and run it through the Big Picture mode. Let me know if it works!


[ 2017-06-21 12:26:03 CET ] [ Original post ]