SUBSISTENCE is a one-man project, designed with control simplicity, reaction time, and dodging talent in mind. it is a game that starts fast and doesn't stop until you do. every game has completely randomized spawning-- every attempt at survival is different every time. sometimes it starts off nice and easy, and other times a horde of 30+ enemies will all spawn on you at once.
if this project interests you, please consider helping make development a smoother experience by purchasing some of my past work. your funding will help:
PULSECHASER (arcade shooter) - Navigator (puzzle) - solar inception (music: ambient doomdrone)
check out SUBSISTENCE's sister project, Gearbeasts: Endless Blitz, too!
the following post is crossposted from alpha six productions.
this weekend, while arguing with people about the game industry and how shit it is, i spent some time working on SUBSISTENCE again, after having a little self-realization that the game is super close to being playable to an extent that i'd be comfortable with a massive public release.
since many SUBSISTENCE animations are temp, i decided to put some focus on the animations for this update.
the game feels a lot more solid to me now that more animations have been put in place and the gameplay has been refined. the next update will include some more aesthetic effects, and maybe reworked AI? i haven't decided yet. it might even be something completely different. let's just wait and see.
(sorry about some of the really bad lag / slowdown in the video, my computer was not being super cooperative during recording.)
music:
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