This member has provided no bio about themself...
Thanks everyone :D
The choice wheel works pretty well on PC but we'll definitely be adding number keys as well. It's rare you have to change sins quickly and you can keep moving while you swap.
Hey! There seems to be a really high demand for the T-shirts so we might be setting up an online store for them after the kickstarter. Our problem right now is they're quite expensive to print. Follow our blog for more details!
Thanks in advance for anything you can give us! We really appreciate it!
Also: You might want to check the page again, we added an extra reward that has t-shirt and soundtrack for $55.
Thanks for trying it out :). This was built in 48 hours so we didn't have much time to innovate. Henko 2 will definitely contain a lot of extra content (and innovation).
The boss will have some cool attack patterns. It can spawn mini-spiders from the eggs on it's ears and it drops puss bombs onto the sins!
Alex Galasso: Selling his body for votes :P
Sorry to disturb you :P. Bloopers posted! Partyofsin.com (I think they're better than the actual video.
The way I see it, a game is it it's best when it reacts to you. That's what players respond to the most. You pick up a torch and light something on fire, and the entire building burns out. Logical reaction... but sometimes gamers don't expect that level of detail. That's why Minecraft is so enticing. Everything in that game reacts to you like it should.
In a shooter, that means your enemy AI has to act believably. They need to duck when you shoot at them. Hide if you have a giant gun and they don't. Throw grenades from behind cover to try to smoke you out. All these small "reactive" behaviors make the world believable.
"Fun to play" is a pretty bad metric for gameplay, so that's how I try to measure it. How reactive the game is will directly correlate to how much enjoyment the player has... for graphics, this translates too. Big explosions and cool animations are a reaction to player input or using a certain gun. They add to the enjoyment as much as gameplay.
Thanks for the feedback. I'm not sure why that shadow is so pixelated, definitely not normal. Let me try turning anti-aliasing on in the engine :).
It was supposed to be a joke, but most people didn't get it... so new trailer :P.
Cool! We could certainly use more localized versions of the game. We'll get back to you when we start translating.
I agree with you. Not sure why the cave made it in, but our concept artist insisted. Purgatory is a place where you pay penance for your minor sins. We wanted to express this with machines and work. People aren't suffering, but they're not particularly happy and they have to constantly work to keep purgatory functioning. We extended this idea by having them work at getting other souls out of purgatory... so all of purgatory is working to allow the souls that have made it out to leave. Like a giant bureaucracy.
Thanks for the suggestions. I'll pass them along to the artists.
Lost in a hard drive crash :(
She's going to be pretty small in the final game, so all those details won't really be noticeable.
It was my idea :P. Paul (artist in charge of hell) liked it and implemented it. I love it too.
Still more to come. Thanks for the encouragement!
My bad, this was actually me, not sure why I was signed in to alex's account.
Thanks for the amazing crit. Really insightful.
We've made a lot of improvements since these screenshots. If you'd like to see them, just PM me, I'd like your feedback.
Yeah, that's the plan
Thanks for the feedback. We really appreciate it. We're working to make each character really communicate their sin, so getting outside opinions is very helpful.
Thanks for the feedback. We're working on it! We'll post a follow up as soon as we can.
Gonna have to try that and let you know how it goes!
Good eye. We'll fix that for the in game version.
I will cost money. We're not sure how much yet, but it will be a good deal.
She's green (with envy). Her clothes are pretty ragged and used so she isn't rich and she looks like she has attitude :P.
We're looking into PC distribution on Steam now.
It takes about 10x longer to create and connect all those nodes. In a small level, it's not so bad, but as the levels get bigger it is impossible to maintain. We have created a script to automatically group platforms into GIDs by analyzing the shapes, and this saves us considerable time. All the designer now has to do is point out where the jumps and ladders are located.
This is not to mention the huge performance benefit of having a much more shallow search in the A* graph. Using a GID as a one-dimensional space where an AI can get anywhere on it my moving left/right has been a huge optimization.
Checking that now. I think we had a DNS hickup.