This game is not designed to run on your device. Add it to a collection to play later, or you can try to run it anyway.

You are Ryan, an eye-man just trying to get through life.
Explore another day in his life until unexpected tragedy occurs!
Even when the going gets tough you still have to look stylish.

Will you be able to survive and thrive through getting yourself a new suit?

Controls are
WASD: Move
Shift: Run
Space: Interact
Mouse Left Click: Shove or Swing Axe
Mouse Right Click: Fire Eye Beam
Escape/Enter: Pause

For Trackpad Users: The C key can be used in place of Mouse Right Click.

To play individual scenes from the start press CTRL + ALT + P.

Note about .EXE vs Web Export: due to how Godot handles sounds, things may sound different pitch wise from web vs .exe. For the most intentional and best quality sound download and play the .exe but overall it shouldn't change much so play how you'd like. Particles on web may also cause stutters or lag upon first appearing.

StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorEisenkark
GenreAction
Made withGodot
Tags2D, Aseprite, Creepy, Godot, Horror, No AI, Pixel Art, Top-Down

Development log

Comments

Log in with itch.io to leave a comment.

In the Eye of the Beheader – You’re a Creature That Kills Humans to Steal Their Bodies

😊👍
(1 edit)

Warning for future players. Just found out about a crash that can happen pretty easily in Scene 2. If you break a table while an old suit is alive it may crash. If you experience a crash you can select individual scenes by going into the scene menu and unlocking every scene with “CTRL+ALT+P”.

Apologies  for the inconvenience.

(+1)

I would suggest simply having all the scenes set to be unlocked from the start. Normally I suppose the horror would be ruined in this manner but I wouldn't exactly call this game "Burying the lead" when it comes to horror lol.

Most people won't even open the scenes menu unless they experience a crash anyways, so I doubt they'll even realize it was unlocked from the start.

That's a good idea, so good that I've just added that to the game!

(+1)

The visual are very cool but I had a hard time playing, hard to hit anything. I thought there were some good funny moments :)

Freezes up really easy it would seem. Specifically in the second scene in the eyelings room. Also you retain control during the cutscene were the old suit is attacking them, and can accidentally get killed by triggering it to attack you while you cant see

I'll try to fix the freezing, I think it's doing that because it loads in particles and Godot is terrible at loading them in without preloading. Were you playing the web or windows export version?

I recreated the issue you had with the old suit, thanks for catching that cause I didn't account for the player trying to move forward during that scene.

Web version. I usually go ahead and use that one for places that offer it because if I'm trying to find issues that may arise on lower end systems the web versions are typically great at replicating those sorts of conditions.

I'll also let you know there is the ability in the last scene to end up glitched inside, or to glitch one of the old suits, directly into the corner pixel of a wall. I managed to recreate it a couple of times but it doesn't seem to work on all the walls.

Only seems to happen on corners between two walls closest to the bottom of the camera and occurs after a knockdown followed by the standup of either the player controller or one of the enemies. So its only the corners created when a northward facing wall and either an eastward or westward wall connect, anything where you get to see the texture on the front (Southward facing walls by how I refer to them) are safe and don't seem to cause the issue. Additionally bridges over that water (Muck? Sewage? The bad green stuff lol) don't have the issue on any of their corners.

Without looking at your code for all this my guess would be when one of the controllers for the player or the enemy is downed you have them set to move a short distance (Which is a great thing to do because it makes it look a lot more alive and reactive rather than just dropping in place), and I would guess that when the walls got set up they aren't quiiiiiiite overlapping enough, or whatever you use to set their collision left a tiny spot in those corners that you could get trapped in.

So something gets downed, code pushes them over a little, checks for collision, finds your gonna hit the wall, finds the nearest appropriate spot to shunt them too instead, and occasionally that is our little prison box between the wall corners. Bam, stuck.

But again, without looking at your code this is all just speculation.

Solid game by the by friend

(+2)

spooky story