I love how he brings back life to horror not by making the zombies run at you like psychos or making the monster imposible to kill or something. He instead makes the character be the one with limits, like a scientist with only 1 arm or half machine half mutant that cant just run dodge and shoot
I like how you always follow through with your main gameplay idea, make it play a big part and not just be a gimmick. At first I thought "eh, just awkward controls, okay". But then when you mentioned gun recoil turning character model it clicked for me and I realized how cool this idea is. Also I wonder how far will the path of "horror through having to quickly make decisions and perform complex actions as a character with disability" lead you :D Maybe the next game willl be about a floating head that has to control stuff remotely? PS. Also I wonder, maybe a fixed camera that would turn towards the "average most convenient way" at certain points would be a good idea? A-la silent hill, you know, horror games trope and all that :DD Not sure if it would have the same effect in 2d space though.
It's really impressive just how much you're able to get done (with a talented artist) in a game jam. I think there is clear that you're noticeably improving every year despite already reaching the point of being successful. It's pretty evident that your best games are yet to come.
This is really cool, upon seeing the brutal cybernetic/fleshwarped aesthetic of this one i immediately thought it'd be a cool progression of the Scientist from Endoparasitic. I think this would be a neat continuation of that world and vibe.
Hol up, you say that but this character has biological right arm and cybernetic left arm and legs. No way that's way too much of a coincidence this has to be the same guy. This dude absolutely cant catch a break lmao.
Hey, this game looks really interesting, and I think it has a ton of potential! I love the creepy Lovecraftian vibes overlain by a traditionally angelic soundscape, and the art direction is sick. I'll have to check out other stuff Angela has done! My immediate reaction upon watching the video was that it would be interesting if there were multiple "variants" of rot. Each variant of rot could have enemies with a unique adaptation or function, and defeating the boss of that area could allow the player to splice this new variant of rot into their own. This would allow you to tie the scientist into more of a progression/hub character and really lean into a metroidvania/soulslike vibe, which is huge rn.
You always amaze me. I will never understand how you can create something of this quality in such short time. I would require 3-4 months for anything of even similar quality…
For the camera rotation: Have a slider for "camera stickyness", where the character has to reach a certain angle before the camera rotates along. Let's say I get confused with no camera rotation, but I feel dizzy from it rotating too much. I can turn the stickyness down and it would rotate only when the caracter is looking fully to the left or right, and the camera wouldn't center on the character but rather just "get pushed" into the allowed range. Add smoothing (with another slider setting) and you get a fairly accessible camera+control system
One of my favorite UA-camrs,just gets straight to the point. Explains everything beautifully and doesn’t overcomplicate it for people who aren’t too familiar with coding/game development
Finished the game and I absolutely loved everything about it, from the challenging combat/movement mechanic to the beautiful art to the creepy yet in some ways somber music and sound design. It was definitely a short lived experience and I am really hoping more content gets released in the near future. Great job to you and Angela.
The reloading reminds me a awful lot about magicka's magic system where basic things are easy to do but more complicated spells are complex but they have a pattern that flows well allowing one to prefect the pattern and do the actions and motions insanely fast despite there complexity. You first reload will be slow and arduous as you memorize the pattern the next one will be slightly faster as you get it down and the more you do it the faster it gets as the pattern becomes muscle memory so I think its very intuitive.
At the start of the video, I thought it was going to be too similar to Endoparasitic, but then you explained the core mechanics. It's awesome how you design from the start with a subversion of expectations in mind. Makes your games fun to play or watch.
A few suggestions 1. If you make bosses for this game, Nine Tailed Fox would be interesting. 2. Sound sensitive area (Maybe an angel choir that when interrupted, they swarm) 3. Maybe 3 story paths? Embrace Humanity, Embrace The Beast, or Embrace The Machine 4. Maybe instead of recoil, the gun has a chance of just flying out of your hand
The arrow key mechanic for interactions and reloads in video games is unironically so slept on and underrated, only other game I've seen that used it was helldivers, and it's a fantastic way to make skill based interactions that take time based on the player's skill as opposed to a preset progress bar, way more games should have this, you could even completely replace normal interactions in games this way, to some extent
I love your ideas! Endoparasitic was so fun using just a mouse to control your character, and this concept of using arrow keys for each foot is also so creative. I can't wait to support this game if you create a full version on Steam
Endoparasitic was a highlight of last years October, which in an of itself may be one of the best months gaming's ever had as far as I'm concerned. Even if I don't get around to playing this version I will absolutely be playing the full commercial version on release.
Came back after a while now that Voyager 19 is out. Haven't played that game, but I think Neural rot might be the best you've made. I would love to see this proyect get a full game. I really admire you Miziziziz
Bro, I just found your channel yesterday and I've been binging your logs as well as listening to godot tutorials while I figure out what demos I want to make, myself. So much stuff you showed here is awesome - my favorite take-away is the weapon reload sequences. I've been keeping a log of mechanics I feel would make great tension horror games but never really had a cool reload one (my other favorite is Project Zomboid's realistic mag and single bullet reload sytems...) I've been watching vids to see if I can figure out how to recreate an RE game in 2d and with a small enough scope to do it alone or with minimal help, so this is rather inspirational ^^
Its kinda good to get some lore on why the infected look anthropomorphic. Now we just have to wait for the obvious jokes to come about lmfao. Also love the idea of a robotic helper hand for reloading and the infected arm being paralyzed but also useful as a support so you're always aiming a gun, especially when the fingers are still dexterous.
Add in that the rot is growing on the guy and he needs to find and take fungal suppressants not only for himself but also for the npc. It will add on an additional element to the game. Referring to one of your previous games
Something I found a bit difficult was the weapon selection, perhaps a dedicated key for each weapon would be better? Or maybe getting rid of the looping/improving the UI showing which weapon is currently selected? Otherwise, very fun to play once you get the flow of combat down.
PLease- release the ost for this game I LOVE it. I love how it's not some obviously creepy tune- it's a blast of psychodelic music. And the music in menus- even more somber yet conveying oddity
adding something that you could control with your mouse would open up some interesting gameplay elements. balancing mouse movement with tank controls for firearm aiming would be utterly unique. Say a tentacle that whips out in click direction or a parasite that shoots out and controls enemies you hold click on.
adding different enemy types would be cool, maybe different guns could be more effective against different types. also a gun jamming feature might be interesting, where if you mistype the key combo it jams and you have to take a good while to unjam it, maybe via some brute-force-required puzzle thing like the locks in endoparasitic. so if you're in the middle of combat you'd have to use a different gun.
The interdimensional theme seems pretty good so I think it’d be really cool if it was some strange interdimensional catastrophe, with the scientist and player character having come from different ones
I think that the camera rotation is deserving of 4 separate options: "Rotate with player", "No rotation", "Rotate with button", and "Procedural rotation." Procedural rotation would make the camera follow a predestined path along the map, striking a balance between motion that isn't too disorienting, or confusing.
It would be cool that in order to heal you have a similar thing to your last game, where the brain rot needs to be kept away by some sort of injection. It would also be interesting to see body part upgrades as the game goes on, which would lower recoil or increase your step range.
Really cool. One thing I'd change is the movement, it looks really acward, and might make more sense if they took longer steps. Could also be an interesting form of movement where each step forward feals like a leap.
The reload mechanic is terrifying. What if you brought into more applications? Unlocking doors, using consoles, and etcetera. If overused it could be annoying, but I think 1 or two instances where you have to make incremental progress on a task using the reload mechanic while managing/evading monsters or environmental hazards could make for a cool set piece.
suggestion: add some sort of negative towards messing up the reload combination for example the gun starts jamming in 4 or 5 shoots and Messing up the reolad for the shotgun would cause the shotgun to only shoot one shotgun shell from failing the reload combination, it would be a good mechanic for players at the start since it would cause the players to keep track of the reload combination and the players could possibly mess up the reload on Purpose to save them from an tricky situation
lefty should do something besides reload! you get used to recoil pushing you one way and compensating back to the left, there should be a counterpart action that lefty does that challenges that rhythm. maybe you can crank back to the left and swing to the right to whip someone with your robot arm or something, and then throwing your body at them would cause you to rebound in less controllable directions so that the arrow keys gameplay is more prominent.
think the sound design of the enemies was great, and i like the unique control scheme as there isn't enough of that in most games today, and the only nitpick i have is that the guns didn't sound meaty enough, but overall fantastic work
I'd love to see a sequence/set piece that challenges the players' mastery of the movement system: For example, imagine a thin walkway or a tight rope, where the player needs to step carefully and time how long they hold the left and right arrow keys so that when they step, their foot is on the tightrope. The tightrope/thin walkway doesn't even half to be straight. Maybe there can be turns so that the player must learn the new timing of their steps.(I was inspired by the rhythm game called A Dance of Fire and Ice, and the game Jump King) Additionally, it essentially inhibits the player from firing their gun, since the recoil would force them to step back off the tightrope and they'll fall off, so It may be good for some sort of chase sequence. (other ideas in the replies)
Another idea I had was to include melee weapons. I'm not entire sure how to incorporate them, but maybe if you press both the left and right arrows simultaneously when the weapon is equipped, the player lungs forward in a melee attack that does knockback damage too. (Maybe just the lunge mechanic is an interesting idea by itself, disregarding the melee part?)
-the ability to pick up upgrades such as: increased step speed. increased step radius, decreased recoil-backstep effect -a "turret stance" where the player can aim freely with the mouse but they can't move -the ability to dual wield (but maybe players must reload each gun at a time, and reloading the other arm has a mirrored input pattern). -more powerful futuristic weapons with more complicated reload patters (such as using other keys in addition to the arrow keys, or pressing certain keys simultaneously, or the buttons have to be pressed at a certain time)
Very cool! my impulse is that it might not feel good to be forced to reload when you run out of ammo and being unable to move in the meantime. I imagine I would much rather run away and then reload in some scenarios... Maybe you like the current system and I'm sure it makes the game more stressful and harrowing, but if you wanted to change it, I could imagine using wasd to reload, or having to press another key to initiate "reload mode." great work as usual!
Can't wait for his next creation honestly, if this is what he can make in three days on his second go around imagine what each subsequent attempt will be like!
An idea for another project: You're bound to a hospital bed recovering from surgery before trial for a crime you've committed, then an outbreak ensues in the hospital, with fast running infected people with rabies, like 28 weeks later basically. You have a gun you managed to hide but need to find the keys to release yourself. And movement is sluggish.
For the full game maybe change the environments to be streets and shops instead of more random rooms and offices to improve the vibes. Still looks great regardless keep up the good work!
Top down style is a lot better than the low poly you've done before, still hoping for the wrought flesh update promised but can't wait to see what u do with this game!
Since this uses the same view style as endoparasitic maybe it could be a side story of endoparasitic, taking place in the parts of the facility that you didn't explore in endoparasitic, possibly even seeing events/aftermath of the endoparasitic story
Very nice work with this! The reloading mechanic looks and sounds fantastic! Did you think maybe that the more.of the combination of keys you put in = the fuller the mag? So in a pinch you could do less of the combo just to get some quick ammo
Dude you really know how to make a true survival horror. Loved the previous game!
Miziziziz try not to make bangers challenge (impossible)
It's just too hard for him ya know
@@luc8043 it’s really difficult to resist y’know
👏👏👏👏
It looks like shit lol ya'll deep throat him too much 🤣🤣🤣
HE CANT KEEP GETTING AWAY WITH THIS
💕💕💕💕
Can't keep getting away with what i have no idea what you're talking about
He can’t get away with making good games out of abysmal movement systems?
I love how he brings back life to horror not by making the zombies run at you like psychos or making the monster imposible to kill or something. He instead makes the character be the one with limits, like a scientist with only 1 arm or half machine half mutant that cant just run dodge and shoot
The horror isn't that your enemies are powerful, it's that you are not.
@@Mpkkiexactly, so many people miss the point with survival horror. You CAN kill a monster, but certainly ill-advised to go after groups of them
Except those GODDAMN Rats
4:57 this is really spooky, i'd love to see this as a full game *nudge nudge wink wink stab poke*
He said at the end he’s planning to make it a full game
Always love the wip vids, esp since we can see your problem solving in the more novel gameplay style.
I like how you always follow through with your main gameplay idea, make it play a big part and not just be a gimmick. At first I thought "eh, just awkward controls, okay". But then when you mentioned gun recoil turning character model it clicked for me and I realized how cool this idea is.
Also I wonder how far will the path of "horror through having to quickly make decisions and perform complex actions as a character with disability" lead you :D Maybe the next game willl be about a floating head that has to control stuff remotely?
PS. Also I wonder, maybe a fixed camera that would turn towards the "average most convenient way" at certain points would be a good idea? A-la silent hill, you know, horror games trope and all that :DD Not sure if it would have the same effect in 2d space though.
👍👍👍👍
It's really impressive just how much you're able to get done (with a talented artist) in a game jam. I think there is clear that you're noticeably improving every year despite already reaching the point of being successful. It's pretty evident that your best games are yet to come.
And soon, he will adapt this into a 3 hour full game in 5 months time...
...maybe
This is really cool, upon seeing the brutal cybernetic/fleshwarped aesthetic of this one i immediately thought it'd be a cool progression of the Scientist from Endoparasitic. I think this would be a neat continuation of that world and vibe.
Hol up, you say that but this character has biological right arm and cybernetic left arm and legs. No way that's way too much of a coincidence this has to be the same guy. This dude absolutely cant catch a break lmao.
@@bongwatercrocodile315he also became a furry in the process 🥺
Oh no!!!
Anyways-
@@cletusmandeletusman2328 evolution tends to be a curious thing
LET HIM COOK
you guys have definitely found your style of video game. love your work, definitely one of my favorite game developers as of recent
💖💖💖💖
Hey, this game looks really interesting, and I think it has a ton of potential! I love the creepy Lovecraftian vibes overlain by a traditionally angelic soundscape, and the art direction is sick. I'll have to check out other stuff Angela has done!
My immediate reaction upon watching the video was that it would be interesting if there were multiple "variants" of rot. Each variant of rot could have enemies with a unique adaptation or function, and defeating the boss of that area could allow the player to splice this new variant of rot into their own. This would allow you to tie the scientist into more of a progression/hub character and really lean into a metroidvania/soulslike vibe, which is huge rn.
What if the up arrow aligns the camera? You can also try the old reliable camera interpolation to see if it reduces dizziness
yeah up arrow is the plan. and I tried smoothing the camera rotation but it's way more nauseating
@@Miziziziz is there also going to be an option to use wasd or rebind?
@@Miziziziz yep the camera movement mene me headache to watching this
@@ImNotFine44 WASD is currently playable
You always amaze me. I will never understand how you can create something of this quality in such short time. I would require 3-4 months for anything of even similar quality…
The random pitching of enemy alerts is something I'll suggest to our team! Love these!
For the camera rotation: Have a slider for "camera stickyness", where the character has to reach a certain angle before the camera rotates along.
Let's say I get confused with no camera rotation, but I feel dizzy from it rotating too much. I can turn the stickyness down and it would rotate only when the caracter is looking fully to the left or right, and the camera wouldn't center on the character but rather just "get pushed" into the allowed range.
Add smoothing (with another slider setting) and you get a fairly accessible camera+control system
One of my favorite UA-camrs,just gets straight to the point. Explains everything beautifully and doesn’t overcomplicate it for people who aren’t too familiar with coding/game development
angela he and you both put out incredible work, love to see this collaboration! ❤
Great content as always! Perhaps a melee weapon that swings left as to allow to player to offensively rotate left
Finished the game and I absolutely loved everything about it, from the challenging combat/movement mechanic to the beautiful art to the creepy yet in some ways somber music and sound design. It was definitely a short lived experience and I am really hoping more content gets released in the near future. Great job to you and Angela.
The reloading reminds me a awful lot about magicka's magic system where basic things are easy to do but more complicated spells are complex but they have a pattern that flows well allowing one to prefect the pattern and do the actions and motions insanely fast despite there complexity.
You first reload will be slow and arduous as you memorize the pattern the next one will be slightly faster as you get it down and the more you do it the faster it gets as the pattern becomes muscle memory so I think its very intuitive.
Love the art ngl
At the start of the video, I thought it was going to be too similar to Endoparasitic, but then you explained the core mechanics. It's awesome how you design from the start with a subversion of expectations in mind. Makes your games fun to play or watch.
A few suggestions
1. If you make bosses for this game, Nine Tailed Fox would be interesting.
2. Sound sensitive area (Maybe an angel choir that when interrupted, they swarm)
3. Maybe 3 story paths? Embrace Humanity, Embrace The Beast, or Embrace The Machine
4. Maybe instead of recoil, the gun has a chance of just flying out of your hand
The arrow key mechanic for interactions and reloads in video games is unironically so slept on and underrated, only other game I've seen that used it was helldivers, and it's a fantastic way to make skill based interactions that take time based on the player's skill as opposed to a preset progress bar, way more games should have this, you could even completely replace normal interactions in games this way, to some extent
Manual reload and choir alert are hands down the best original design ideas I've seen in a while.
I love your ideas! Endoparasitic was so fun using just a mouse to control your character, and this concept of using arrow keys for each foot is also so creative. I can't wait to support this game if you create a full version on Steam
that was so cool you use the simple element to mention some thing, that how good design work, great UX!
Endoparasitic was a highlight of last years October, which in an of itself may be one of the best months gaming's ever had as far as I'm concerned. Even if I don't get around to playing this version I will absolutely be playing the full commercial version on release.
Came back after a while now that Voyager 19 is out. Haven't played that game, but I think Neural rot might be the best you've made. I would love to see this proyect get a full game. I really admire you Miziziziz
God damn, I legit thought this was a endoparasitic sequal or something
absolute banger
Honestly, i would love to see this fleshed out, what a fun concept, but definitely not an easy one to make into something proper.
Bro, I just found your channel yesterday and I've been binging your logs as well as listening to godot tutorials while I figure out what demos I want to make, myself.
So much stuff you showed here is awesome - my favorite take-away is the weapon reload sequences. I've been keeping a log of mechanics I feel would make great tension horror games but never really had a cool reload one (my other favorite is Project Zomboid's realistic mag and single bullet reload sytems...)
I've been watching vids to see if I can figure out how to recreate an RE game in 2d and with a small enough scope to do it alone or with minimal help, so this is rather inspirational ^^
Its kinda good to get some lore on why the infected look anthropomorphic.
Now we just have to wait for the obvious jokes to come about lmfao.
Also love the idea of a robotic helper hand for reloading and the infected arm being paralyzed but also useful as a support so you're always aiming a gun, especially when the fingers are still dexterous.
Oh good lord that reload mechanic!
Great work! Youre my inspiration for gamedev-ing
Unfortunate that the camera doesn't work for most people as I find it intuitive, but glad you found alternatives regardless!
This game looks and sounds stunning, even the art for the game page is exquisite
Add in that the rot is growing on the guy and he needs to find and take fungal suppressants not only for himself but also for the npc. It will add on an additional element to the game. Referring to one of your previous games
The sound design is super nice, it was the first thing that caught my attention.
This is great! Looking forward to some more updates about the game.
Love the sound design!
oh godam, angela's art was really nice so I went to check em out and realised i actually recognise heaps of their games lol
banger after banger 🔥
also, nostalgia... just remembered "hunters 2" (by Rodeo Games)
looks cool! eager to see what you will make out of this
Something I found a bit difficult was the weapon selection, perhaps a dedicated key for each weapon would be better? Or maybe getting rid of the looping/improving the UI showing which weapon is currently selected? Otherwise, very fun to play once you get the flow of combat down.
PLease- release the ost for this game
I LOVE it. I love how it's not some obviously creepy tune- it's a blast of psychodelic music. And the music in menus- even more somber yet conveying oddity
I always loved top down games and you're making them fantastic!
This looks very really cool, I love the awkward way the gameplay functions as it adds a level of challenge
i love the setting. feels almost like ender lilies. would love a story after last scene.
Very impressive! So much work is done in three days!
adding something that you could control with your mouse would open up some interesting gameplay elements. balancing mouse movement with tank controls for firearm aiming would be utterly unique. Say a tentacle that whips out in click direction or a parasite that shoots out and controls enemies you hold click on.
when i first saw this game, i thought it was in your style. never knew you made it! wow
love all the design choices! it's so cool
adding different enemy types would be cool, maybe different guns could be more effective against different types.
also a gun jamming feature might be interesting, where if you mistype the key combo it jams and you have to take a good while to unjam it, maybe via some brute-force-required puzzle thing like the locks in endoparasitic. so if you're in the middle of combat you'd have to use a different gun.
The interdimensional theme seems pretty good so I think it’d be really cool if it was some strange interdimensional catastrophe, with the scientist and player character having come from different ones
Tank controls my beloved
Watch Armored core players speedrun this
This dude always creating interesting protagonists
I'm in love with the reload system and It's made me think more about using arrow keys in a top down game, especially if WASD is still movement.
I think that the camera rotation is deserving of 4 separate options: "Rotate with player", "No rotation", "Rotate with button", and "Procedural rotation."
Procedural rotation would make the camera follow a predestined path along the map, striking a balance between motion that isn't too disorienting, or confusing.
It would be cool that in order to heal you have a similar thing to your last game, where the brain rot needs to be kept away by some sort of injection. It would also be interesting to see body part upgrades as the game goes on, which would lower recoil or increase your step range.
dudeeeee i finished and now i need a second part pls make it man it so good i enjoy it a lot
Really cool. One thing I'd change is the movement, it looks really acward, and might make more sense if they took longer steps. Could also be an interesting form of movement where each step forward feals like a leap.
It's impossible not to like his videos.
The reload mechanic is terrifying. What if you brought into more applications? Unlocking doors, using consoles, and etcetera.
If overused it could be annoying, but I think 1 or two instances where you have to make incremental progress on a task using the reload mechanic while managing/evading monsters or environmental hazards could make for a cool set piece.
You’re crazy. Really impressive work
suggestion: add some sort of negative towards messing up the reload combination for example the gun starts jamming in 4 or 5 shoots and Messing up the reolad for the shotgun would cause the shotgun to only shoot one shotgun shell from failing the reload combination, it would be a good mechanic for players at the start since it would cause the players to keep track of the reload combination and the players could possibly mess up the reload on Purpose to save them from an tricky situation
lefty should do something besides reload! you get used to recoil pushing you one way and compensating back to the left, there should be a counterpart action that lefty does that challenges that rhythm.
maybe you can crank back to the left and swing to the right to whip someone with your robot arm or something, and then throwing your body at them would cause you to rebound in less controllable directions so that the arrow keys gameplay is more prominent.
This is beautiful and amazing! I love your work!
I really like how the reloading mechanic requires pressing buttons instead of a one-click reload, very cool
Angelas art is amazing!
The dev that keeps on giving, keep it up :)
Oh I am so ready for a full game of this
think the sound design of the enemies was great, and i like the unique control scheme as there isn't enough of that in most games today, and the only nitpick i have is that the guns didn't sound meaty enough, but overall fantastic work
This looks awesome!! Keep up the good work
Endoparastic : A mouse-hell shooter game
Neural Rot : A keyboard-hell shooter game
Now I'm excited to see console manual reload game mechanic
I am so sad that talented devs like this man don't get the recognition that they truly deserve. I hope he is doing well in life.
I'd love to see a sequence/set piece that challenges the players' mastery of the movement system:
For example, imagine a thin walkway or a tight rope, where the player needs to step carefully and time how long they hold the left and right arrow keys so that when they step, their foot is on the tightrope. The tightrope/thin walkway doesn't even half to be straight. Maybe there can be turns so that the player must learn the new timing of their steps.(I was inspired by the rhythm game called A Dance of Fire and Ice, and the game Jump King)
Additionally, it essentially inhibits the player from firing their gun, since the recoil would force them to step back off the tightrope and they'll fall off, so It may be good for some sort of chase sequence.
(other ideas in the replies)
Another idea I had was to include melee weapons. I'm not entire sure how to incorporate them, but maybe if you press both the left and right arrows simultaneously when the weapon is equipped, the player lungs forward in a melee attack that does knockback damage too. (Maybe just the lunge mechanic is an interesting idea by itself, disregarding the melee part?)
-the ability to pick up upgrades such as: increased step speed. increased step radius, decreased recoil-backstep effect
-a "turret stance" where the player can aim freely with the mouse but they can't move
-the ability to dual wield (but maybe players must reload each gun at a time, and reloading the other arm has a mirrored input pattern).
-more powerful futuristic weapons with more complicated reload patters (such as using other keys in addition to the arrow keys, or pressing certain keys simultaneously, or the buttons have to be pressed at a certain time)
Very cool! my impulse is that it might not feel good to be forced to reload when you run out of ammo and being unable to move in the meantime. I imagine I would much rather run away and then reload in some scenarios... Maybe you like the current system and I'm sure it makes the game more stressful and harrowing, but if you wanted to change it, I could imagine using wasd to reload, or having to press another key to initiate "reload mode." great work as usual!
Can't wait for his next creation honestly, if this is what he can make in three days on his second go around imagine what each subsequent attempt will be like!
You can make his head also robotic part, and when you press the button that should adjust camera rotation, player’s head will turn same direction
Angela He!!! oh my god, that's so cool. the game looks great
"Wanna see me run up that hill?"
"Wanna see me do it again?"
wow the art is fantastic
honestly that tactical reload system is one of the coolest things I've ever seen
Mmhmmhmmj. Kitty in thumbnail???? Hype
Edit: the fact that the pathowogen tf disease is called neural rot is pure gold
PathOwOgen uwu
An idea for another project: You're bound to a hospital bed recovering from surgery before trial for a crime you've committed, then an outbreak ensues in the hospital, with fast running infected people with rabies, like 28 weeks later basically. You have a gun you managed to hide but need to find the keys to release yourself. And movement is sluggish.
Mizziziz realy making some Banger zombie video game and thought we didn't notice 🔥🔥 💯💯
The elevator trick is clever! 😄
I can't wait for full the release
For the full game maybe change the environments to be streets and shops instead of more random rooms and offices to improve the vibes. Still looks great regardless keep up the good work!
Dude the songs are so fucking good i need them...
I wonder what kind of genre they are (in particular the one when you meet the woman)
Angela and You is such a dream collab
Missis is is is back
Top down style is a lot better than the low poly you've done before, still hoping for the wrought flesh update promised but can't wait to see what u do with this game!
just when i thought the signal went cold, indie game dev jesus strikes !!!
Since this uses the same view style as endoparasitic maybe it could be a side story of endoparasitic, taking place in the parts of the facility that you didn't explore in endoparasitic, possibly even seeing events/aftermath of the endoparasitic story
Can’t wait for more of this
Reloaded: Miziziziz Edition
Very nice work with this! The reloading mechanic looks and sounds fantastic!
Did you think maybe that the more.of the combination of keys you put in = the fuller the mag?
So in a pinch you could do less of the combo just to get some quick ammo