There is an update currently in the works but may take a little more time, thank you for your support :)
Axxisproductions
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I'm still currently coming up with a subtitle for Hellspawner II but that was one of the names that got crossed off the list.
I'm glad people are excited for the sequel and I hope it lives up to the hype, I'm also looking into adding multiple floors to some levels and trying to make levels longer without them being empty corridors :)
Hello there and thank you for your feedback.
I have tried Hellspawner out on 3 different computers and I agree there's an optimisation issue with different computers due to the engine being used on standard settings. After some tinkering with settings like turning off blood & particle effects Hellspawner usually runs a lot smoother. The Engine does have issues with having both on as standard and even when I was stress testing Hellspawner I noticed these issues myself.
I apologise for any inconvenience caused by technical issues that you may have experienced in your playthrough and I hope the settings advice helps a little.
I thank you for your patience and support of Hellspawner and I hope you enjoy the sequel later this year. :)
Really happy to see another First Person action game in the jam this year, I really like the story and aesthetics of Bountiful Descent and I do find the ability to make a game like this in the Godot engine really impressive on a technical stand point. My only personal complain is the pacing of the game but that's mainly due to personal preference. I look forward to the cutscenes being finished in a future release and seeing this potentially turning into a series :)
Hello there and thank you for the feedback.
Over the past 2 weeks I have been working on the game with some creative guidance from the feedback I have received.
Since your original post Hellspawner has undergone a lot of drastic changes which I hope you'll enjoy. In regards to the original Imp models they have not only received a splash of colour since the original post but they have even undergone a facelift in making the pregnancy belly they sport more pronounced and rotund to the players eye. There has also been another demon added in the form of the Succubus who also gets pretty gravid upon defeat.
I once again thank you for the feedback as it was the kick in the butt I needed to continue development on Hellspawner. :)
You're in luck with Update v1.34 as secrets have been added to the game, happy hunting.
The frame drop from firing the Love Gun hopefully have been fixed in the newest update although tinkering with the games graphic settings can also help just in case of extended performance issues.
Imp models are currently being re-worked and I'm hoping to get them finished by the end of the Jam version of the game, if not then they will be updated in the post-jam release.
I'm looking forward to seeing what you do with your own FPS in the future my friend, If you wish to try out the engine I'm currently using it can be found here: Easy FPS Editor CE v1.10.5 by Clark
I always look forward to feedback and I thank you for your continued support. :)
I am going to be patching a few assets in the next update that will hopefully lower the memory of Hellspawners first level, this should hopefully help with opening performance.
I would recommend turning off particle effects and blood effects in the games settings before starting too as the makes the experience a little less intense on direct graphical performance. Setting frame count in the settings to 30 frames may also help in performance as well.
I aim to fix this as soon as I can and I hope you stick around for the conclusion to Hellspawner coming soon :)
I am glad you are currently enjoying the concept of the build and I really hope you check out all the future updates to come.
The level design choice for first 3 levels was heavily inspired by the original Doom but I wanted to make it more 'Hell-like' if that makes any sense, if you look closer at the wall, floor and ceiling designs of the game you'll notice that they are edited pictures of real life rocks and minerals like the original Doom.
The Idea for the Imp was for them to be the basic first demon of the game that on their own they aren't much of a threat but as a group they can easily overwhelm you. I also made the decision to have them first up as they are in most Hell depiction canons to be the lowest ranking demon spawn in Hell.
As inspired by the original Doom I wanted to captured that 90's pure nerd feel of having Midi versions of famous metal songs throughout the game, the first 3 levels feature midi tracks from Judas Priest as I felt like it would fit the vibe I was going for. The source of the music used can be found here: Metal MIDI: Download MIDI Files.
Due to the Engine choice a lot of the 2D sprites turn along with the players eyesight akin to Wolfenstein 3D hence the perspective can be awkward at times and for this I apologise, I do aim the add more details to the Imp models long term to emphasize changes.
It may appear the Imp models are shrinking down when defeated and I can explain what is actually happening. The Imps are flying in this universe as inspired by flying Imps in the game Elder Scrolls IV: Oblivion and I took to the idea hence the walking models are flying models. Upon defeat an Imp gets so gravid and heavy they can't fly so the end up ground bound and exhausted from the excess weight they're carrying.
Due to limitations with the Game Engine I am using for Hellspawner unfortunately the weighted player idea sadly can't happen but thank you for the suggestion as it is something I myself would like to do maybe in a different project in a different engine one day.
I would like to take this opportunity to thank you for your feedback and I hope to expand upon it in the future :)
After reading this comment I went into the game and have listened to the feedback.
Level 1 now starts in a safe room of sorts in order for a new player to try out the controls before the venture into Hell realm itself.
Level 2 has had the players starting position realigned to face the correct direction, the original issue was cause by an engine bug when designing the level originally
Level 3 got new music and Level 4 is now added as of writing this.
There is now armour in the game too to balance out the increased enemy attack speed.
Thank you for your patience and continued support and I hope you enjoy the future update the game has to offer :)
I apologise for the lack of preg visibility in the launch version of the game, this was due to a lack of colour on the original Imp models and they have now been coloured in to provide a more visible model transformation, there will be more visible preg models in upcoming updates to the game within the next few days.
As for the progress part, there will be more powerful weapons to shoot and stronger demons to fight in the upcoming updates.
Thank you for the feedback and I look forward to seeing what you think about future updates :)
I apologise for the late response but I have run a test of it and it seems like the button is a lot more active towards the bottom left of the button after checking it with a mouse, It seems to be working ok with same circumstances on mobile to on browser build.
Thank you for bringing this to my attention :)
Hello and thank you for your feedback on the game, It was one of the first games I released a few years ago and I am still happy whenever I get engagement like this after all this time.
I would like to conduct this reply in order to address any concerns you may have with the content in the game, the games main theming is around Punk subcultures, one path is around Gutterpunk/Crustpunk and the other is around Skinhead/Mod culture.
To address the concern surrounding the term Skinhead I feel like it may be something lost to translation as Americans associate the term with Neo-nazis and I am here to just clear up a few misconceptions. Skinheads were concepted in a time of counter cultural movements in Britain much like Hippies in the USA at the time and shaving your head was seen as counter cultural as it didn't fit in with the conservative vision of society. Skinhead subculture is an off shoot of the British Mod and Jamaican-British Rube Boy subcultures respectively. Skinheads have always had influence from British black culture and have even had roots in Ska, Reggae and Rocksteady music, later on when Punk Rock music became more popular amongst the Skinhead subculture lead to the creation of a Punk Rock offshoot called Oi! music .
Unfortunately like all growing counter cultural movements when the hit a certain size you are going to get people hijacking the subculture for there own nefarious views and this is where the USA current view of Skinheads come from as Far-Right Neo-Nazis hijacked their own divide of the Skinhead Subculture and tarnished the name for the majority for other Skinheads. Most people in the Skinhead subculture worldwide are usually working class and apolitical or lean to the left of the political spectrum due to anti-authoritarian and anti-conservative views. There's also the very popular subculture of Trojan Skinheads which make up the majority of modern skinheads in Britain and members take pride in their love a black music culture and roots.
I would like to thank you for taking time to read this response and if you would like any further reading here are some links.
here it is, sorry it took a little longer: Dress a Blueberry 2 by Axxisproductions (itch.io)
Yeah this first one was a bit of a learning curve with a new engine and Photoshop.
Unfortunately however I cannot edit this game as it was a game jam entry though stay tuned as I plan a better put together sequel within the next week which will be big, better, have more choice of clothes and some lo-fi music. stay tuned :)