Unity Abandoned Too Much Light [v0.5e Max] [Shinekuku]

3.70 star(s) 52 Votes

kremek127

Member
Jul 19, 2018
149
297
I have some minor gripes. The fog is THICC which makes finding and fighting the zeds a bit stressful as they get way close way quick. That wouldn't be much of a problem if the zeds didn't do damage simply by being in touch range. I saw the girls health melt the moment they get that last step closer, even if they don't do any attack animation. The house camping punishment was cute, but I don't think it was needed, zeds felt bullet spongey enough that the tight quarters and touch damage really would make the house a deathtrap.
In my opinion the fog thickness is a very personal thing. In my opinion it was all perfect, it makes a game stresful which makes me want to beat it once more, but i've spent half of my life playing FPS games and i didn't lose almost no clothes the first time i tried. I'm glad that this game have a decent shooting mechanic, it's not sloppy and it's quite enjoyable. And also if it's too hard for you i can give u a tip. There is a delay between the attack of zombies. So basicly u can shoot as much as u want but the moment when zombie stop before you to make his swing you can simply just sprint for a very short time and shoot again. You are basicly invicible.
 
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Flow255

New Member
Mar 1, 2018
9
6
Looks real nice for a 1st build(y)
Some changes to the control scheme would be nice though. The aim toggle is unusual and while one can get used to it, I think it would feel more fluent if it were a button_down controlled aim. Also, taking out the weapon with tab is really counter-intuitive.

While the scenes are really nice in regards of animation, camera and voice (optional zombie voice (y)) and overall visual quality they kinda feel... shallow, mostly because there isn't any progression in the scenes. If there is progression I couldn't figure out the key and I tried every button on my keyboard.

Edit: Not important at the moment, but for future features: character customization is always good, even if it is just some colour change, different hairstyles etc.
 
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Shiny_

Member
Game Developer
Apr 29, 2020
262
1,951
Looks real nice for a 1st build(y)
Some changes to the control scheme would be nice though. The aim toggle is unusual and while one can get used to it, I think it would feel more fluent if it were a button_down controlled aim. Also, taking out the weapon with tab is really counter-intuitive.

While the scenes are really nice in regards of animation, camera and voice (optional zombie voice (y)) and overall visual quality they kinda feel... shallow, mostly because there isn't any progression in the scenes. If there is progression I couldn't figure out the key and I tried every button on my keyboard.

Edit: Not important at the moment, but for future features: character customization is always good, even if it is just some colour change, different hairstyles etc.
In the next build i will release a new weapon system. Girl will have two weapon slots, one in the spine (assault rifles, shotguns etc) and one on her hip (for pistols, sub-machine guns), take weapons from the first slot into your hands by pressing [Alpha1] and [Alpha2] for second weapon slot, to holster a weapon, click on the key of the current active slot or on [Alpha3] key.

P.S In the porn scenes will also will be changes and new modes will be added. Now it is just a short loop for demonstration.
 

SK+CZ

Newbie
May 2, 2020
17
7
Ahoj , Hello

I only have 4 questions

1>) should add more scenes
2>) In future can it add pregnancy?
3>) became pregnant gives birth
4>) adding more new creatures
 
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Shiny_

Member
Game Developer
Apr 29, 2020
262
1,951
Hello everyone! I am still developing a weapon system and artificial zombie intelligence.

Weapons now have recoil that need to be controlled. Different weapons have different strengths and directions of recoil (but not fixed pattern, only procedural).

Now you can shoot at the legs of a zombie, and he will crawl or destroy him with a shot in the head if the weapon has a larger caliber. If it is a pistol, then there will be a temporary zombie stopping effect, after 3(for default zombie) shots - eliminated.



The systems are raw, so i will not publish the build until everything works out! Just want to talk about i'm doing now.

As for the zombie attacks, they will be completely removed. Zombies will move for the girl to try to catch her and have fun with her, if the player does not resist, then the zombies will receive joy. And health will be lost whenever the zombies seize her and tearing her clothes.

P.S This only applies to the mechanics of zombie behavior. Different types of enemies will have different types of combat. Thanks!
 
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frodosam

New Member
Aug 17, 2017
7
1
its a good demo and the animations are smooth. i hope you get it done. waiting for more content and animations :)
 
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stonegate8

Member
Apr 20, 2020
163
307
Wow, thanks for the demo. The demo leaves some to be desired, but not much. Overall I was really impressed with the quality and appearance of Many Ends. If you don't have a Patreon, you should definitely set one up. I'd love to contribute to your continued work on this project. Thanks again
 
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Shiny_

Member
Game Developer
Apr 29, 2020
262
1,951
Wow, thanks for the demo. The demo leaves some to be desired, but not much. Overall I was really impressed with the quality and appearance of Many Ends. If you don't have a Patreon, you should definitely set one up. I'd love to contribute to your continued work on this project. Thanks again
Hi, i have a and want to find more people who support my project development! Thanks.
 
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deathstalker616

New Member
May 19, 2019
10
56
The biggest question is trying to figure out why everyone compares this to Resident Evil. Sure, it has zombies, but isn't there a large number of games with zombies? Survival horror would mean limited ammo and mostly needing to run away, this mostly focuses on quick evasions and a generous supply of ammo. The wave mentality and requirement to be in first person to shoot makes me compare this more to something like COD's Nazi Zombies, the addition of recoil and damage localization just makes it seem even closer to such a mode. Perhaps it might aim itself towards Resident Evil in the future, since I think there was a long term plan for story or something, but I don't see it at the current time.

I definitely love the idea of damage localization by the way. Having zombies crawling on the ground that you might easily miss can definitely add to the experience, meaning a reward for being more accurate. I do question the idea of zombies not having attacks, mainly hoping that it doesn't mean even more telegraphed movements, but I guess we will have to wait and see how this system plays out.
 
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3.70 star(s) 52 Votes