shhhh
Added the City Level, just basic for now but adds some fun ! Will do big update post once it's further fleshed out.
Added the City Level, just basic for now but adds some fun ! Will do big update post once it's further fleshed out.

Puke&Guts · Puke & Guts
Added the City Level, just basic for now but adds some fun ! Will do big update post once it's further fleshed out.
Added the City Level, just basic for now but adds some fun ! Will do big update post once it's further fleshed out.
Fixed a small bug with one procedural room not behaving properly, causing bad generation. Also tweaked the SuperBall Ability, a bit more weight to the balllls now.
Fixed a small bug with one procedural room not behaving properly, causing bad generation.
Also tweaked the SuperBall Ability, a bit more weight to the balllls now.
As a treat
As a treat

I've been working on this update for a few months, stoked to finally release the baby-form of what this game will become. After some trial and error I've landed on a procedural level-generator that I'm very happy with. You can see the previous and current versions here This new g
This new grid-based random-room system is going to allow for a crazy amount of unique levels, while still having handcrafted rooms, traps and challenges. The first version of these levels is the Lab setting, but I've got plenty more on the way (including a Missing No. version, which will smash all the different settings together into a weirdo franken-level).
Some gameplay of the new level system in action:
In addition to the level change-up, I've added some more upgrades and mechanics.
Every monster and every object now has a flammability rating (as well as a "wet" rating, but let's stay on topic). This makes them less or more likely to catch fire naturally from environmental fire sources. The most obvious result: Set fire to some boxes, and watch enemies catch fire. Fun!
The wet / flammable system is going to be developed further in the background with things like Water Bombs, Electricity Effects, etc etc etc
But this is also going to play into the rare-enemy mutations- some will be impervious to getting lit. Some will PREFER to be on fire and suffer no damage.
There's also a new Passive upgrade which turns any weapon you have equipped into a fire-variant. First level yields a 50% chance to ignite. Second level = Fire All the Time.
This combos in some interesting ways, especially with the Wifflebat, which has no real damage, but high knockback. It's designed to be used with all the projectiles in the environment, and if it has the fire-upgrade, these turn into flaming projectiles. Pretty fun!

Plenty more on the way, but here are a few new ones

Tiny - Shrink your character down, and you can now hide behind any object (enemies will not see you). Normally you are hidden from view behind particularly tall objects, Tiny applies this to ALL objects.
Strong - Add a small Damage Up, and move all objects super quick!
HotSauce3 - Add Fire to your equipped weapon. Stacks up to 2x, with greater ignite % for each level.
Sharp - Small Damage Up to equipped weapon.
As seen above, there are now silhouettes of new Characters, which will be unlockable through different methods. Right now we just have the Egg, which is unlocked by getting lucky on the Passive Upgrade drop - this will appear as a Green upgrade token. Once unlocked, the Egg will be permanently selectable in the upgrade room. Simply run into the character and it will swap. Each character will have different stats and unique abilities. Egg has low HP and speed, but higher damage and knockback added to any weapon. Plus he's rad!
I've been thinking of ways to slow the player down that didn't resort to just "wait until the timer completes", this wasn't very fun. So instead, doors have a chance to be yuckified with a Monster Door. These are immobile chunks of fleshy grossness that you'll need to destroy to pass. Initial version is the basic model, but there will be versions which can lash out, shoot projectiles, or alert the enemies of your location.

Finding a fun exit / win-condition has been tricky, for now I've settled on the simplest : Every level has a number of Junk required to exit, which will be marked on the door. Collect enough Junk, you can safely leave. Easy peasy. Eventually this will lead way to a little boss fight, but for now, this is working out to be pretty fun and simple.
Find a Secret Coin to access the Bonus Level! This will reward an additional random Passive Upgrade. I think I've talked about this already but here it is some more. Planning to add different types of Bonus Stages in the future as well.
Especially if you're playing on controller, check your in-game keybindings. I've been experimenting with different control schemes and I've landed on, for me, the best version yet. Feel free to play around with what suits you best, but this allows for true twin-stick action, and feels extremely fluid once you get the hang of it.
Movement - Left Stick
Aim - Right Stick
Attack - Right Trigger
Grab Object - Left Trigger
Rotate Object - Right Stick Press
Ability 1 - Left Bumper
Ability 2 - Right Bumper
Open Door / Use - Y / North Face-Button
Stationary (Lock Movement) - Hold A / South Face-Button
Game is done! Congrats me!
Just kidding. We're only getting started!
Next update will bring in a different level setting, a new win-condition ("GET TO THE CHOPPA"), new enemies, upgrades, unlockable characters, and achievements. To be specific:
This is the general roadmap, really looking forward to you all playing this and letting me know what you think!
As always, greatly appreciate the support. If you'd like to leave direct feedback / talk about cool movies and stuff you're into / meme, we'd love to have you join our SUPER SMALL but SUPER RAD Discord Server.
Love yall!
-Alex / Puke&Guts
Full Update Notes coming tomorrow, I am extremely done for tonight. Short version: -Procedurally generated levels -Lots of new upgrades -Unlockable character(s), just one for now, plenty more on the way -Tweaked AI, weapon stats, lots of little changes.
Full Update Notes coming tomorrow, I am extremely done for tonight.
Short version:
-Procedurally generated levels
-Lots of new upgrades
-Unlockable character(s), just one for now, plenty more on the way
-Tweaked AI, weapon stats, lots of little changes.

The next update will feature, among other cool stuff, some procedural dungeons. I'm still going to create handmade levels showing off cool set-pieces and unique mechanics, but this will give you a longer run, more time to build up cool runs and combinations of upgrades. It's been
The next update will feature, among other cool stuff, some procedural dungeons. I'm still going to create handmade levels showing off cool set-pieces and unique mechanics, but this will give you a longer run, more time to build up cool runs and combinations of upgrades. It's been a big process but I'm very close to release!
The first version I tried was a node-based connection system which resulted in some pretty wild maze designs, but it also made it so there was only ONE valid path to reach the exit. This ended up going against the spirit of the game, where you'll mostly be outsmarting enemies and creating traps.
I scrapped it all, and created a grid-based system which allows for loops and better designs to emerge. Right now it's just the Lab setting, but this will be extended into all of the different level themes.
Lots more coming down the pipe, just wanted to send out the smoke signals - development is very much still ongoing.
As always, thanks for the support!

Join the Discord to get early sneak-peaks and give any feedback or questions about the game.
<3
-Alex
EGG is dropping soon! He's a bit slow but he packs a punch! I'll be adding a few new characters to play as, each with their own stats and in some cases, unique abilities only available to them. As for updates, I'm going to slow down to releasing one every few weeks or monthly, th
I'll be adding a few new characters to play as, each with their own stats and in some cases, unique abilities only available to them.
As for updates, I'm going to slow down to releasing one every few weeks or monthly, this way I can share a larger amount of new features each time, rather than the small mini-updates I've been releasing. We'll see how this goes, if it feels better to do the smaller releases then I'll just revert back to that!
-Different Characters
-New Animatic / Cutscenes
-Reticle Customizations
-New Level Settings
-More Abilities & Passive Upgrades
-Procedurally Generated Levels!
This last one has been a bit of a battle but I'm almost ready to add it to the game proper. I'm still going to be making unique levels from scratch, but this should help add some extra play time and let players build up cool and unique builds with all the coming items and upgrades.
As always, appreciate the support and feedback!
Peace!
Had a good suggestion from one of the Discord group members about improving the Hot Sauce. We agreed that just tooting out a single fire was pretty weak and useless. So Hot Sauce now creates 4 fires instead of just 1. And then I got carried away, and added the ability for fire to
Had a good suggestion from one of the Discord group members about improving the Hot Sauce. We agreed that just tooting out a single fire was pretty weak and useless.
So Hot Sauce now creates 4 fires instead of just 1.
And then I got carried away, and added the ability for fire to spread from-and-to enemies and objects.
As always, thanks for the support!
Join the Discord to give feedback and suggestions!
Twitter for updates!
<3 Thanks yall
-Alex / Puke&Guts
Added a boatload of Achievements, with more coming soon! Bug Fixes: Removed the ability to grab immovable objects, Fixed collisions in Upgrade Room Reworked Bonus Level slightly Thanks Vox for the ongoing QA help! Want to contribute / call out dumb little bugs? Or just yell at me
Bug Fixes:
Removed the ability to grab immovable objects,
Fixed collisions in Upgrade Room
Reworked Bonus Level slightly
Thanks Vox for the ongoing QA help!
Want to contribute / call out dumb little bugs? Or just yell at me / share your best memes?
Hey all, another day, another update. Added the Following Passive Upgrades: Cork - Adds extra Knockback to currently equipped Weapon! Incognito - May be a bit hard to see the effect, but basically this increases the possible area for enemies to wander around. Should make them a l
Passive Upgrades:
Cork - Adds extra Knockback to currently equipped Weapon!
Incognito - May be a bit hard to see the effect, but basically this increases the possible area for enemies to wander around. Should make them a little less magnetized to your position. Stacks up to 3x.
Synergy - Picking up Junk heals you for a stronger amount.
Candlewax - Adds Fire resistance to the player, stacks up to 3x.
Vitamins - Small Health over-time.
Active Abilities:
Hot Sauce - Hold to get a speed-boost, and toot out fires. Hurts so good!
Hot Sauce 2.0 - Hold to get a speed-boost and toot out mini-explosions. Hurts even more!
Barrel Butt - Hold to get a speed-boost and toot out barrels. Eventually there will be a passive which can make these explosive, or slow-down, or junk-wall barrels! For now, they add a bit of defense and projectile options.
Weapons:
Wrench - Smack props to repair them up! Uses Junk-Power though!
Wiffle Bat - No damage but BIG knockback! Great when combined with abilities or projectiles.
Cape! - Just another fun cosmetic to use, can be accessed from the Upgrade Room! All cosmetics are currently in-game-free (will never cost real money though). Eventually you'll need to unlock these with the in-game Junk Points.
New Level - Lab002:
Smaller level, good progression from Lab01. Introduces the Seeker and Boomer enemy types.
Secret Coins + BONUS Level
Each level now has a secret coin with randomized location. Once collected, will allow you access to the Bonus Level (if you survive!). Bonus Levels are planned to be super short mini-games which let you unlock an extra Passive Upgrade. Current Bonus Level is a Plinko-style game, but more are planned!
COMING SOON
More Levels - Nasty Beach, Blighted City, Lava Dunes & More!
Reticle Customization + Unlocks - just something fun to use Junk Points on.
More Steam Achievements - just takes time! Expect to see a ton more achievements though.
MORE Upgrades - Tons more upgrades planned! Fishing Hook, C4 Hi-Five, Remote Mines, Turrets, and loads of passives to synergize.
Full Local Co-op Support - This is extremely close (and technically functions currently), just working on best way to bring it in fully.
https://discord.gg/r4GrmebTj7
https://twitter.com/GutsPuke
-Puke&Guts / Alex
Hello again folks. Run For Your Life took a big developmental break while I was busy with work and the real world. We're back now though! I've spent the last few months cleaning things up and redoing the overall gameplay loop. There's a ton of changes, but I'll try to cover the b
#1: The game now has a much more linear level structure,
which I'm hoping leads to better tension&release moments. A lot of the doors needed to progress through are time-activated, or require a key or button, etc. Forcing you into a chokepoint situation where you'll need to barricade and set traps until the path ahead is opened.
#2: Roguelite elements! The abilities, weapons & passives are now rolled randomly at the start of each level, which should help out a lot with replayability and finding fun/janky combos. Cosmetics are still an unlock-system, which will persist through deaths.
#3: Improved AI and Combat
This is always in progress, but I'm feeling pretty happy with the current combat system and enemy AI. There's a lot of small tweaks under the hood, so it may or may not be noticeable immediately.
I invite you to join the official Discord community to get early sneak peaks, be a part of the feedback and community-ideas process, and get yourself in the credits!
Follow on Twitter as well to help boost visibility of the project! Word of mouth helps a ton <3
Trailer of the new gameplay and levels
Reworked the way Endless Mode works a little bit (mostly invisible changes), and changed up the map. I'll be releasing more Endless Mode levels in the future with a menu to select and tracker for highest waves survived per level and other fun stuff. Also, sharp weapons now have a
Reworked the way Endless Mode works a little bit (mostly invisible changes), and changed up the map. I'll be releasing more Endless Mode levels in the future with a menu to select and tracker for highest waves survived per level and other fun stuff.
Also, sharp weapons now have a chance to turn Zombies into headless Drones!
Woops! Endless mode got broken during the recent changes, I've fixed + improved it's base systems. New levels for Endless are in the works, as well as tracking progress for # of waves and time survived. Gets spicy around wave 5.
Woops! Endless mode got broken during the recent changes, I've fixed + improved it's base systems. New levels for Endless are in the works, as well as tracking progress for # of waves and time survived. Gets spicy around wave 5.

I've been working hard behind the scenes to improve enemy behavior, player control feel, and general code fixes to make the game run more smoothly. Thanks a million to anyone whos played, reviewed, given feedback, it means a lot (and helps me improve the game). I'm hopeful I'll b
I've been working hard behind the scenes to improve enemy behavior, player control feel, and general code fixes to make the game run more smoothly. Thanks a million to anyone whos played, reviewed, given feedback, it means a lot (and helps me improve the game). I'm hopeful I'll be able to release more level updates and addons every few weeks, depending on how my real life job goes. Fingers crossed.
Cool Changes:
Added Some New Levels - Dank Barns, Office, and the return of a smaller Lab level (now Lab 002). I'll be adding a few new settings in the next update, including a new Endless Mode level. Endless Mode in general needs some rehauling, it should be playable for now, but I'll be committing an update specifically to making it a better experience.

Attack & Range Visuals - This should help with combat, a lot of players were having trouble with missed attacks. Seeing the range of your selected weapon should help with this, as well there is a cooldown visual on the bottom left to help with timing attacks.

Improved Mouse Response - Took a little tweaking but the mouse should feel much better to use. Big thanks to jlkennedy for the code assistance.
Improved Enemy AI - This could be a few paragraphs long, so I'll summarize. Every enemy has an intelligence rating, and they'll seek out the player based on how intelligent they are (assuming you're not in their line of sight). As the level progresses they will narrow their field of focus, so you shouldn't have many boring end-game moments, but as always please let me know! I wanted to make sure the Enemy AI didn't just run directly at the player at all times, giving them the ability to try different paths makes for a more unpredictable (and fun?) game.
Added Enemies - Two new enemies released this update are the Peeper and the Drone. Drones are headless zombies, on their own they will never be able to directly target the player (though they'll still chomp you if you get too close).
Peepers are able to alert not just Drones but any enemy type of your exact location. All that improved AI stuff gets overridden, and the horde comes directly to you.

Coop Fixed / Updated - Local and Steam Remote Coop should be working fine. In the shop menus, Player 2 can select their upgrades without needing Player 1 to navigate for them. During any level, just press Start on the Player 2 controller and you should be good to go. Let me know if you run into any problems.
Feel free to join the Puke&Guts Discord server to share feedback / ideas / memes, or follow on Twitter for updates. Hopefully I can keep the content coming. Thanks again for the support!
Discord:

Twitter: https://twitter.com/GutsPuke
-Reduced zombie HP and movement speed -Fixed bug in Endless mode related to player death not ending level -Reworked Grabbing mechanic, should reduce instances of not being able to grab objects Also removed Lab001 and brought back the original Lab001 / Hospital level. Progress is
-Reduced zombie HP and movement speed
-Fixed bug in Endless mode related to player death not ending level
-Reworked Grabbing mechanic, should reduce instances of not being able to grab objects
Also removed Lab001 and brought back the original Lab001 / Hospital level.
Progress is resuming on Run For Your Life!
Small tweak for the Icelandic Banks stream. -Added chompers to a few levels -Increased the time-reduction on the Exit Beacon -Experimental new "grab" system, use right joystick to dynamically reposition held objects. Check the stream out!
Small tweak for the Icelandic Banks stream.
-Added chompers to a few levels
-Increased the time-reduction on the Exit Beacon
-Experimental new "grab" system, use right joystick to dynamically reposition held objects.
Check the stream out!
https://www.twitch.tv/icelandicbanks
Some pretty hefty changes ahead. Quick form: -Improved AI, some basic object avoidance This will continue to be refined, but you should see some enemies SOMETIMES bee-line towards you instead of just trashing everything around them. Still finding the balance on this. Ive already
Some pretty hefty changes ahead. Quick form:
-Improved AI, some basic object avoidance
This will continue to be refined, but you should see some enemies SOMETIMES bee-line towards you instead of just trashing everything around them. Still finding the balance on this. Ive already got some thoughts to improve the system further still.
New Level-End System
When you collect every piece of junk, the timer will cut to one third of it's current time (down from one half), should make plays feel a little less arduous.
Additionally, there is now an exit-beacon that spawns randomly on the map. You can feed junk points into this to speed the timer up, and the points are stored in a bank upon level completion. The beacon can be destroyed, if this happens the exit-portal will spawn in a randomly selected area as before.
Lowered Menu Music Volume
Sorry yall :P
Your SFX and Music volume settings should also stay persistent between runs, the intro music was the only part that wasn't playing nicely for a while.
Hopefully fixed stuttering / hitching
Some bugs present themselves in such a way that your idiot-brain says "oh.. this is probably fine.. Im sure its nothing", only to persist and impact players. Never ignore these. A hugely helpful friend and tester noticed that sometimes the game gets into a bad habit of hitching every few seconds, something I've also run into occasionally. I think I've sorted this out, but please let me know if you run into this.
"Invisible Wall" in Tutorial
Well lets be clear, the tutorial absolutely sucks at the moment, but Ive atleast fixed the reported "invisible wall" issue. It turns out the camera in this level wasn't rendering a newly created class ("Tall Props"), which is why it seemed like there was an invisible wall blocking the path.
Small QOL changes (player doesn't attack when exiting "Portal View", the win-screen has a delay before it accepts input, things like that). Removed a fun but broken exploit, players could grab a prop and attack it to zoom across the level. It'll be back as an intentional feature
Small QOL changes (player doesn't attack when exiting "Portal View", the win-screen has a delay before it accepts input, things like that). Removed a fun but broken exploit, players could grab a prop and attack it to zoom across the level. It'll be back as an intentional feature some day :P
Also added the passive ability "Stat Brain", which shows enemy HP as health bars above enemies if equipped!

This update sees the original three Lab levels getting retired, possibly to come back at some point. I've added four new Lab-themed levels with some new mechanics, a new enemy type, and some other various fixes and changes. First off the fun stuff: The Lab levels are now complete
This update sees the original three Lab levels getting retired, possibly to come back at some point.
I've added four new Lab-themed levels with some new mechanics, a new enemy type, and some other various fixes and changes.
First off the fun stuff:
The Lab levels are now completely new, ranging in size and duration, here's a little preview:
You'll now find some sliding doors in some of these levels. They can damage players, props, and enemies if the door is shut on them, and if either door-button breaks, the door will randomly open and close on its own.

Lab04 has a new level feature I plan to develop a bit more. Its a battery-powered Shock-Pad, which slows and damages anything that enters its field while active. I think there's a lot of potential with similar traps, so you'll be seeing more of this kind of level feature in the future.

The menu has also been revised a bit, eventually I'll have a panel that shows the level stats (length, number of enemies, challenge rating, clears, and junk points).

The level-success screen also got some touching up, but I'll probably continue working on it until I'm 100% happy with it. For now, I think it's an improvement.

There's a new enemy type in the later stages, this character has very high speed and attack, and can blast props well out of place. I've offset this with a bit of a cooldown to his attacks, and super low intelligence.

Various fixes:
-Your Music, SFX, and Brightness will now save and load on Continue.
-Weapons now have more significant differences in their knockback, as props can now be moved by attacking.
-The "Blink" ability has been fine-tuned, should be a much better experience.
-Costs for all unlockables have increased, including levels, but suits and helmets now also give the player more HP.
-Revamped the "Alien" music a bit, there were some issues on export that made the bass out of tune with the rest of the music. Oof.
Lowered cost for levels from 300jp to 100jp.
Lowered cost for levels from 300jp to 100jp.