Devlog 1: Fallen Factory

Fallen factory is a roguelite horror top down rpg inspired by Hades (supergiant games) and Cobb can move (abho) sorry if i sound so professional im just trying cover everything so today i finished the title screen the monster ai the player animations and the wall traps now you might be wondering what wall traps are well, in the shortest way of explaining it you walk to a wall and you get stuck to it making it harder to evade the monster which i will get to when i know how to upload images? Does anyone know why i cant upload images or files? It could be how i made this account today.

I have the game for playtesters now Fallen Factory5-10-2026_18-17-37.wick (950.9 KB)

Things I have to say

good

  • the art is decent

bad/bugs

  • player movement is extremely fast
  • collisions are completely bugged
  • monster ai is horrible and sometimes teleports
  • maybe I didn’t see it but there are no controls on how to play the game, but I may be wrong
  • play button does not have the code to go to the game

A lot of these you could have found by yourself and most of the work looked like it was put into the art and not getting the mechanics and gameplay down

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ok well this is my first devlog and if you read it the walls are supposed to stick to the player cause without it the player could easily outrun the monster and with the other stuff its a work in progress this helped me though thanks

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I get that it is your first devlog but I will still treat it the same no matter what part of development you are on. I’m just here to help you know good things, bad things, and bugs. that is what a playtest is

I get the stick part, but the camera still moves and you want the camera to stay at the player.

What I recommend before you even send out a file for playtesting is to get the core game loop, nothing too fancy, and see how people perceive it. And while making it, you playtest constantly to find most of the bugs yourself. I feel this game is not at a playtest state just yet. This is more about you creating the basic mechanics and not actually making a playable game for playtesting (that does not mean creating most of the game, then playtesting, but creating just enough to get the idea to the player). That is all, sorry for the paragraph