I made an enemy counter, which was actually easier than expected(Simply make an integer in the player, in your enemy, cast to the player, on beginplay just add a delay, and add 1 enemy to the count, then on your HUD just cast to the player and set the enemy counter integer to be your enemy counter HUD element's text.) Then I made it so that you switch to a different anim state when you enter the berserker mode.

Next up
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.
33: The return of the Martyr pistol, added weapon switching(Z), added aiming and a rangefinder(RMB), changed the 'sword' keybind to (F) and the 'dodge' keybind to (ALT).
Beta 3.0 released, added Dodge, Wall jump, added Saving(Beta), Fixed the Ingame Options Menu, can't add a video sadly, my internet decided it's not gonna work for anything higher than 0.3kb today.
Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.
30: Sword attack, berserk acceleration, changed some models, and montage I-Frames.
Lockdown is free for a while
Sale ends on Dec 16th
You can claim it here https://jangomango2001.itch.io/lockdown
32: Sword slash decals, model changes, font changes, and
34: New VFX, some model changes, a new enemy, gibs, new sword effects, finally got a radar working. Working on better level design, and now I need to improve performance, again... Oh and a cutscene camera for melee crits, melee is the only way to heal.
37: Newest version released.














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