![Half-Like](https://img.itch.zone/aW1nLzE5NTAxNzcyLnBuZw==/original/ddr1mh.png)
Half-Like
A downloadable Half-Like for Windows
Average play-time 1-2 hours depending on player
Thank you for visiting my page and attempting my game if you do.
-V.0009
I added the option to save and load the game with the use of the F5 and F9 keys respectively. If you have saved the game with F5 and close it you can press F9 when you open it again to return to where you left off.
There is also now a pause menu (lacking art for the time being) and you can quit the game properly now at any time by pressing ESC then QUIT.
Thank you for playing.
-V.0008
Y-Axis view clipping is slightly less restricted even further to account for this and based on player feedback.
All playable areas of the demo are open again.
I have also finally baked the lighting across the scene so that it looks much more realistic and more atmospheric then ever, I'm really happy with it personally but expect people to probably say it's too dark in some areas, I'm open to feedback and change.
The character model has arms now.
I also slightly lowered some of the z-sliding on some textures and the camera itself too, this will hopefully give some more visual clarity for players while still maintaining the style that I'm happy with myself.
I also changed some of the platforming and puzzle logic in an earlier section of the game, if you didn't know already, you can crouch with C....
Thanks for playing.
-V.0007
I did a major overhaul (again) to both the world gravity and my characters gravity and jump physics, at some heights it feels more natural when hitting a ceiling at jump height now but it's still subject to change and reiteration as I continue.
More importantly with this update though I rescaled an entire section to better fit and accommodate for our player's new collider scale. Thank you to LCSoft for pointing this out and the jump feeling unnatural, I'll still continue to work on the latter. On top of this I also added even more visual story telling elements all throughout the map/s to make some areas feel less empty.
-V.0006
After much deliberation and feedback I'd scaled back the camera X axis cropping, allowing for you to look up and down twice as much as you could before. I also added scenery in areas you otherwise couldn't see because of this.
This is a major version that I spent some time adding visual story-telling elements all over the game as well as made certain parts of the map more believable to look at and less **square** in their design, namely the caves.
There is also a whole new segment of the map added since the former version/s.
0006 version has also fixed two more out of map skips and also added new dimensions to the characters size making platforming judgement slightly easier (too easy in my opinion) while not affecting ventilation shafts and other obtuse spaces.
This should hopefully combine well with the current movement and gravity system to still allow for a substantial challenge, while not feeling too overly punishing.
-V.0005
This is a temporary stop-gap build to test some physics and momentum changes, it also showcases a segment later in the demo. You're soft-locked in a small segment, ignore this.
-V.0004
I tweaked more lighting, physics and some minor prop layout meshes to block some more reported level skips reported by players.
I also FIXED THE GIANT HOLE THAT I SOMEHOW CREATED BEFORE UPLOADING V3??????
-V.0003
Adjusted the jump speed by two increments to make a newly somewhat impossible platforming section actually possible to complete again.
Also I heightened the 'roof' in some areas and blocked a couple more level skips that got reported due to them.
Also I made a particular rock look more aesthetically pleasing.
Thank you everyone for playing.
- V.0002
Fixed about 5 OOB (Out of Bounds) exploits and a couple level skips discovered by players.
Also readjusted the layout of the silo slightly based on feedback and adjusted some elevator meshes there too.
- V.0001
I've uploaded a new version after some players feedback, I also overhauled and changed the movement system to feel even more realistic and less 'Mario', while still maintaining a bit of floaty goodness.
Also we don't fall like a rock now.
Also lighting and asset overhaul in some places.
Updated | 4 days ago |
Status | In development |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | JacketAU |
Genre | Action, Adventure, Platformer |
Tags | 3D, 3D Platformer, Creepy, Futuristic, Horror, Indie, Thriller |
Download
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Development log
- v.000910 days ago
- V.000811 days ago
- V.000713 days ago
- V.000617 days ago
- V.0001 - 425 days ago
Comments
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Made it to the top floor of the beam area with the wires floating. Can't seem to find the next activation switch. The lab looks really cool and the music is awesome. Moving around is easy as well.
Hey Beff Gravy! Thanks so much for giving my demo a shot, perhaps I should change the default crouch button to something else, but if you're up to where I'm thinking you are I did that to throw the player off as well as for you to learn that there's a crouch function with C to go under the door.. ;)
Well I haven't found the door but I have fallen through the wall and got stuck when I crouch and run against the wall on the floor with the flaming control panel that has no platform to go higher
Hey Beef :) there's a switch that opens an otherwise locked door in the silo that you then ride an elevator to another level, which leads to the crouch door :)
Thanks again for playing and your input, this really helps me fix and change things to make the experience better for you all!
this looks good
Thank you! let me know if you make it to the end!