Supa Kila Monsta Hunta cover
Supa Kila Monsta Hunta screenshot
Genre: Indie

Supa Kila Monsta Hunta

Dear Supa's

Trading cards are now ready and published! Enjoy!

Left foot - right foot - backbone

minor change to how creatures react:
shoot creature in a foot, if successful creature will start jumping on opposite leg, use this time to get behind and shoot it into back. (5x multiplier)

Dear Supas

Minor visual fixes
* belt disabled on start
* added option in settings to toggle belt
* added light to magic
* fixed few positions of chests and monster spawners

known issues
* if monster falls off higher ground it can get stuck in wall
* mana not being reduced by projectile (will probably remove mana)

Tiny

Update 0.5577


Dear Supa's here is a "Tiny" update

New features
<*> added belt for quick selection of available arsenal, look down to access it
<*> put masks on your face provides visual feedback of changing visual appearance

bug fixes
<*> you can no longer connect invalid item with flame
<*> juggernauts and peakmasters now spawn with several different masks

Options and settings
<*> added cheat option to display all parts needed for body construction

known issues
<*> mana is not reduced (bug or a feature ?) maybe i should remove mana completely

Environment preview

January 1th 2017

Update 0.5426


Dear Supa's here is a "Santa Clause is forever young but late last year!" update
Options and settings
<*> added movement option to choose between controller relative / head relative movement
<*> menu has been redesigned, made easier to manipulate and choose from options
<*> added graphics: "Ambient occlusion" toggle under graphics settings (realy useless, disabled by default)
<*> added graphics: "eye adaptation" toggle under graphics settings
<*> added graphics: "deferred render" togle to use deferred rendering path (slower but much more lights, don't use if you don't have at least 1080 and fast computer)
NOTE: SKMH should be played in this mode. Only in this mode all the tripy visuals will come to its full glory.
<*> added difficulty: "player targeting error" under difficulty
<*> added "2nd player settings": still looking into what to do with 2nd player, performance impact is too big on the expense of VR player
<*> added player stats
<*> experimental: working on sound raytracing for reflection and reveberation (conceptual work in progress, not functioning correctly yet) default off, but try it, tell me what you think, to subtile maybe ?

Two more masks for monsters
Masks give monsters special powers. Besides pumpkin, hockey, vandeta and gato mask we added two more masks:
<*> primitivist mask, for primitivists
<*> horned mask, for those wanted to be minotaurs, but somehow failed to do so

Powers by mask:
<*> pumpkin: gain health +1
<*> hockey: resistance -2
<*> vandeta: speed +2
<*> gato: damage *2
<*> primitivist: can forget to die
<*> horned: resistance to push/pull & explosion

Changes:
* visuals for effects, fire, electricity, poisson, acid, heat
* changed visuals for electric bolts and acid spitters
* max teleport distance 35
* faster teleportation
* lightning spell is now 2x more powerfull but also more unpredictable with damage
* concusion bomb is destroyed on contact, no longer jumping around after hit
* no longer humanoid spawning on teleportation or when dead (i will make this so that player can choose which character to play)
* lightning shield magic is now double powered
* acid bolts take less mana
* acit spitter takes less mana
* worms no longer deadly for player
* poisson gas no longer deadly for player
* Optimizations
* speed/performance increase, smarter culling

Story:
This is preview of environment where 7 parts of story will be presented. Currently working on minotaur and his monologues.
As you might know, final quest is to collect all parts and create a supreme being. Last part to give is your own heart. When supreme being is awaken,
player take its form and must undo its own doing.
In first part you play as a sad deamon to unleash hell in this realm after your love died. You finish the part by walking into active vulcano. You end up at Minotaurs throne room, which is not complete yet.

There are still 8 labyrinths where for action/arcade game play (or to get parts)

Movement:
Move your thumb forward on the trackpad to move in the direction relative to controller (option in settings: direction you are facing.)
Movement speed has been reduced a bit. For the smoothest experience this is recommended. You can move on ground if it is not too steep. Try movement on buildings and walls that are not perpendicular to ground or have negative angle.

Teleportation even though unnatural is still active and can be used to move quickly on higher grounds. I didn't want to disable cause I like it how you can teleport yourself through ceilings. This movement type can get you "inside", if you move physically, in which case eiter you move back in real world or teleport to another destination.
Sometimes you can get stuck on top of totem, then you have to use teleport to move down from it.

Post what you think on forums, would really like to hear from you all.

Happy New Year!

T.

Happy Holidays!

Dear Supa's!

Was hoping new build will be available tonight but it is not yet in form that satisfies me and would be proper for public preview.

Was working hard to bring it to you with so many exciting features, improvements and changes coming. Lost lots of time with upgrade to new version of Unity, had to fix those issues first.
Besides previous labyrinths that can be played as action/arcade, where you need to reach the centre, a completely new open world story is almost ready with several destinations to explore and conquer.
I hope that new version will be ready for you before end of this year.

I wish you long and prosperous life and happy holidays.

Tadej

And now something completely different

November 25th 2016

Update 0.4653


Dear Supa's we are proud to announce something completely different:
SKMH is now a single (VR) or two (VR/Desktop) player asymmetric coop game.

upcoming update code named "2nd Sun, Moon and Utilities"

Gameplay changes
<*> Opening inventory will slowdown time for 7 seconds. This perk has 30s cool-down (was 42 but i reduced it as you its fun). During cool-down inventory will be displayed but slowdown will not occur.
<*> player can now catch fire (immune), acid and electricity
<*> upon completion of labyrinth new level is automatically loaded
<*> different monsters are now immune to different types of projectiles

Utilities
<*> Independent camera, can be enabled by pressing "1" (on keyboard not numpad)
<*> camera can be moved freely while right mouse button down is down and with key "WASD"+"QE" and rotated with mouse.
it is meant for those not in VR to observe game environment from third person perspective.
Camera can be locked/unlocked with key "L" to keep distance to main player. (you can still rotate it by moving mouse while holding right mouse button)
I suggest you turn off fancy camera effects and volumetrics mainly due to VR performance concerns. (press '7' to toggle)

Sun and Moon
<*> added "eclipse" - VR player will be invincible during solar eclipse
<*> added planetary "conjunction"
three planets align into conjunction, making all monsters turn to sky and start chanting
<*> when eclipse and conjunction happens is the only time to complete the supreme being !!

2nd player on desktop screen
<*> keep in mind that performance will drop when 2nd player is playing (works nice if you have powerful graphics like 1080)
<*> can be activated in independent camera view
<*> second player can can play as an FPS player, he can be an opponent to VR player or play as assistant
<*> when not "in body" second player can click on monsters and send them to new positions
<*> 2nd player can play with any monster
<*> when level is finished 2nd player is placed behind temple
<*> 2nd player is experimental and can easily overflow items and bodies and cause situations where number of items will be hard to manage by game.
<*> really looking forward to feedback on this.

Weapons
<*> Numb gun now no longer crashes (it was Unity bug, seems they fixed something in physics with latest patch release
<*> Jelly gun will put monster in jelly, monster will not be able to move for 5s, but does little/no damage.

New models
<*> Minotaur monster
<*> Daemon monster
<*> changed model for player
<*> added intro sequence

Fixes
<*> Fixed creature bug when creature landed, sometimes not detecting properly, causing creature to do another jump on landing.
<*> fixed multiple sound spawning, sound performance and spatialization adjustments
<*> chests are now placed in all levels

Issues
<*> avatar of VR player is sometimes lost (gets stuck or something idk)
<*> changed default control left controller is now movement (maybe bit too fast?), while right one is still teleport


Todo: make monsters
- When conjunction happens, all monsters turn to sun and start chanting. (they do it only once now)
- they should eat when they do not see the enemy
- trap monsters in jelly(jelly gun sticks monsters, but it has no visual representation)

Summary of stage one

During first stage of Early Access, we
<*> fixed many performance issues and bugs
<*> added lots of new projectile weapons, two bombs, time bomb
<*> 5 more magic spells (that you can mix)
<*> 8 playable levels
<*> 1 new secret area
<*> made monsters bit more interesting and bit smarter (they are still stupid, don't get me wrong)
<*> added 30+ animations for monsters
<*> 2 new monsters, Titan and Golem
<*> added options for difficulty, anti aliasing, volume, alternative teleporter, touch pad movement, cheats
<*> most of crashes were fixed (those that we know of)

What we are cooking/working on:
<*> Minotaur: New NPC that will explain part of story at start and in-between levels.
<*> recorded voices for Minotaur
<*> working on introduction / tutorial level
<*> Demon of order in chaos: new character

Game is now in good state. Game play is fast and enjoyable. And last but not least: We increased price.


Don't forget!

Price increase on Monday.

Join us on discord https://discord.gg/xGVDfvc

just some bug fixes in 0.3829

occasional staggering



<*> fixed null references caused by titan and golem
<*> fixed negative colliders

enjoy,
T