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New Season's Beatings Video! Making changes based on feedback

10/30/2017

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Tons of people had great feedback after the first Season's Beatings video, and now there's a new video with a lot of that feedback put into the game!

The bulk of the changes were to make the game more satisfying to play, and more fair/balanced. Guns are now more viable to use, and enemies don't instakill you quite so...instantly. Plus there's more blood. Lots and lots more blood. There's also lots of other cool additions/changes, which I talk about in the video. Full changelog below:
  • added enemy alert noises
  • added enemy footsteps
  • added gore system
  • added enemy hats flying off
  • added knife
  • added crosshair
  • added level stats/goals
  • fixed enemies never hitting you at very close range
  • slightly slower enemy bullets
  • slightly lower shotgun spread
  • enemies rotate faster
  • enemies pause before shooting
  • gun pickups now outlined for greater visibility
  • more generous gun pickup detection
  • made "random" wandering enemy deterministic, so it can be learned like other enemy patterns

Hope to get lots more feedback on this video so this game can be as awesome as possible!
​
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Mike is making a solo project! [surprised face emoji]

10/16/2017

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The incredibly handsome and talented Mike "strong hands" Maulbeck is making his very own game published under Code Avarice!

This one man project is Season's Beatings, a lightning fast one hit kill FPS best described as first person Hotline Miami. Maybe someday Code Avarice will release a game that isn't just a first person translation of another indie game, but that day hasn't come just yet.

The game takes place in an office building on Christmas. You are tasked to get all the way to the top floor, leaving nothing but a trail of dead bodies behind you. And all you have to accomplish this with is the weapons you can pry from the cold dead hands of your enemies. 

The fast one hit kill combat is complimented by a total lack of a HUD, making combat clumsy and extremely risky at range. No crosshair to rely on for aiming, and no ammo counter means you're counting your shots and getting as close as possible before pulling the trigger. Throw your weapon at distant enemies to stun them so you can get in for a safe kill shot. But if that kill shot comes from a firearm, prepare for half the enemies in the level to flood in within seconds.

It really is coming out incredibly fun. With just one level in my current test build, I still spend hours a day just playing the game. Randomized enemy weapons and the dynamic nature of the combat make it almost endlessly replayable. I can't wait to get the game into the hands of more people.

Check out this quick and dirty gameplay video where I talk a little more about the game.
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