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Hi everyone, Today I am going to release this game out of early access (unless something bad happens within the next few hours such as a power outage or a ninja attack), and I wanted to say a few things about the game. I want to thank everyone who has showed support by leaving comments or feedback (I even appreciate the criticism). I always figured a few people would enjoy this game, but I was surprised by the amount of positive comments compared to the amount of negative ones. Maybe that's just because it was in beta? I guess I'll find out soon enough.
Hi everyone!
I have another update to talk about before this game leaves early access. A few of the people who played the mobile version have requested special abilities like breathing fire. I hadn't planned on doing that earlier, but it didn't seem like a bad idea to me, so I spent a few weekends adding a new ability for each of the monsters. The special attacks need to be unlocked just like the normal attacks, but they are triggered by holding the secondary attack button for about a second, then aim and release. The special attacks can only be used once every couple of seconds.
I also added a simple little feature, just for the hell of it: Throw and catch someone repeatedly without letting them hit the ground. The more times you catch them, the more points you get. There's not really any point to this, I just figured it would be fun for a couple minutes.
I plan to take this game out of early access soon, even though it's still a really short game. I think I can make something much better if I start fresh with the things I learned from making this game. I plan to focus on fixing bugs in the next couple weeks and then release the game with the fourth monster and the new location.
Hey everyone!
People (more than one person, at least) have been asking me about the progress on this game, so I think it's time for another update.
I made a change to the way the first monster's tail is controlled by the mouse. Previously, its position was relative to the point where you first clicked when starting to control the tail. I originally did it that way so that on mobile devices, the claws would not be covered by your finger. The mobile version will still work that way, but now the PC version will have the tail follow the mouse cursor directly. Hopefully that's a bit more intuitive for everyone.
I also added some support for controllers, but some of the menus may still need you to use the mouse.
I only tested with a XBOX 360 controller, so I don't know if others will work the same way. I still think it's easier to use the keyboard and mouse though. But for those who want to use a controller, the right joystick can be used instead of the mouse. I added a nifty crosshair so you can tell where you're aiming.
You can try the updated controls in the latest version of the demo.
One other new thing is that I enabled Unity's Cloud Diagnostics service, so I'll be able to see all the errors that I'll probably be too lazy to fix.
I just added a German translation to the game. I also adjusted the helicopter's gun to fire in bursts and to also be a little less accurate. There's also probably a few bugs fixed (or added) as well.
Thanks to the work of two translators, I was able to add translations for Portuguese and Korean. Some of the text might look weird though, because the font I'm using doesn't have all the characters used for Portuguese. Oh well. Anyway... If you notice any mistakes, or can provide additional translations or suggestions on improving the current text, feel free to email me at support@medicatedgames.com.
I made two improvements to make using the "hammer throw" ability a little easier.
I added an alternative way of performing the move. Instead of moving the mouse in circles, you can rapidly press left and right (or 'A' and 'D') repeatedly a few times until the character starts to spin. This may be easier for some people.
I also added a projectile path display to help with aiming. It's a little imprecise, mainly because the character is spinning so timing can also affect the throw.
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