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A jam submission

DeadWire DDView game page

Hotline Miami X Hacking. Action game where you wire things together and create chain effects
Submitted by Shotgun Anaconda (@ShotgunAnaconda) — 4 days, 19 hours before the deadline
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DeadWire DD's itch.io page

Are traps gay?

No

traps aren't gay

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Comments

I had some criticism but didn't write it down (was too busy playing)... so from what I can remember:

  • When there's a lot of action and I want to click fast, I misclick the wires. Example: there are 3 dudes, I want to connect all of them to each other, so I click on them 1 2 3. Obviously that doesn't work because I have to click: 1 2 - 2 3. Maybe it's in the game but I missed it, but it'd be nice if it would auto-connect to the last "socket" if possible.
  • The generators don't look like generators. Was pretty weird in the beginning to understand how a yellow cube represented a generator. Also, shooting the generator was not obivous.
  • I hope there will be more gadgets to interact with like phones, lamps, AC, etc..
  • Who's the guy in the toilet?

No commentary video.

Developer

thank you for the video!

  • first and second point are both valid, i will have to experiment a bit to see what the best way is. perhaps a suggested "auto complete" that links them unless you click on something else. Generator is supposed to be a button initially lol.
  • There are more items that werent in the demo such as cameras and turrets, i didnt have time to build levels so had to cut for now. More shall be added!
  • he's there for..... lore? I will ask if FROM has time to write it for me.

Appreciate the feedback!

very nice game with an interesting gimmick. 
something that is worth investigating is adding the "oomph" factor to the hacking execution (aka the shot being fired). compared to normal, hotlike miami -esque shooting, it did not feel as exciting as it could be. for example,  even if corner peeking solo enemies clearly goes against the design, it feels more exciting (due to the audio and visuals involved, i'd guess) than doing it correctly. 

i'd also consider expanding the gimmick. compare what you have now (even in prototype stage) to deadeye deepfake - what else could you add (that hopefully that dev already didn't) ?

the only other bit of feedback id have is that doors are incredibly narrow and i'd often missjudge their width and hit a corner.

i enjoyed my time and hope to see more done here. i scrolled a bit and i saw that you were testing the waters to see if this is a project worth expanding into - i'd say go for it.

Developer(+1)

thanks for playing! I agree, the hacking part doesnt have enough visual stimulation, this is something that needs to be worked on. I will check out the game you mentioned and keep working on it :) Lets see what can be done until the next DD.

Submitted
  • Controls felt a little floaty
  • It was a little hard to know exactly what was in my LoS and what wasn’t
  • I wish there were different weapons, combat feels slightly bland
  • Hacking is a neat gimmick Not much to say. I had fun but the mechanics definitely felt a little shallow.
Developer

Thanks for the feedback, i will keep working on it and make it less bland.

(1 edit)

Good graphics, fun mechanics and really nice music and sound effects. Loved hacking the car.

Some feedback.
1. Some levels can't be completed if you kill a guy without connecting him to a door, effectively soft locking the player. I get the idea but this could be very frustrating.

2. Going into rewire mode feels very OP around enemies. Maybe add a timer for how long you can be in rewire mode if you have been spotted or have some later enemies that can counter-hack you? 

3. Enemy hearing senses seemed kind of random. Some enemies could hear me from what felt like across the map, other were completely deaf.

4. The graphics are great but I would probably tone down the post processing a bit? Might be me, but I prefer the raw pixel feel over the fake CRT filter.

5. Need more stuff to rewire, like security cameras, alarms etc. Maybe rewire cleaning bots to distract enemies?

Other than that great work! Cant wait to play the next version.

Developer

hello mr helm , thank you for the feedback. I will experiment with cooldowns and add a effect toggle for the post processing :)!

Submitted

Not bad at all!

I wish there were a bunch more levels to expand more on this connection mechanic, but what's there is solid.

Perhaps the enemies are a tad too slow to fire, it's really not hard to gun them down without needing to connect them to lasers or to each other.

Windows lack collision and I was able to go out of bound.

Good demo in general, love the style

Developer(+1)

Thanks for playing!

Not that many levels, i wanted to see if people found it fun before creating more content but it sounds like its worth going further! Thanks for the feedback on the enemies, its so hard to judge that stuff for myself and accidentally push it into too-hard territory. 

Will adapt until next time!

Submitted

Potential to become a great game, the concept is fun. I really like the hacker aesthetics.

Minor details:

* Upon opening the window is offset from the center (probably its adjusted to another resolution instead of autoadjusting)

* Menu says up and down but its actually w/s.

* Can't deselect wires when clicking on top of enemy LoS.

Suggestions:

* A way to pause could be cool

* I think enemies should react to shooting close to them 

Developer

Glad you liked it, thanks!

Thanks for highlighting the bugs, will fix those. Regarding shooting close to enemies, there is already a sound check (small circle around the player), maybe i broke it in the demo build will have to check it out.

Thank you for the feedback!

Wow, coming out of Velocity Noodle hot. I love it. This is a winner dude. The presentation is excellent. The game feels great to play, and the concept of "connect anything" is really exciting. I think there is so much potential there.

Only real feedback, is to perhaps make the hacking part a little more smooth feeling to control. That will help keep the pace of the game up. For instance, when you go into hacking mode, the actual click target for objects is small. That makes sense for enemies where there is a skill component that is enjoyable (missing is a mistake, then finally hitting feels great). Missing the click on a hack target just feels tedious. Perhaps instead of well-defined click targets, in hacking mode, there could be some sort of "nearest to mouse" hueristic, with a boundary of course. That would be much more conducive to quickly going "pause -> click -> click -> click -> unpause -> boom", which I think is really the core of the game. 

I think going over the top with highlighting the hackable targets in hack-mode is also a good idea. When you pause, you have a cool effect. But the actual hackable targets are a tad bit lost in there. 

Oh yeah, and the visible sightlines on the enemies is excellent. I think you have a great design sensibility, and that's a good example of it. You've already found the fun with this game, it's seriously cool. Keep it up.

Developer

awesome thank you for the feedback!

You're right about the hacking part, its underbaked when it comes to visual stimulation. Checking for mouse distance should be simple enough to add so that's going into the backlog. Thanks my guy!

DeadWire DD took me a little bit to get the hang of, but it is pretty fun for a puzzle action game. It does a really good job of marrying the two.

Developer

thx for playing and glad you liked it :)

Developer

also thank you for the stream, it was very helpful watching it!

Submitted

Very Strong game, love the sounds, has that raw gunshot feeling when you shoot someone. Visuals are solid and the hacker mode is something really unique. Im thinking ur gonna make it

Developer

Thank you! Glad you liked it. if you remember anything that annoyed you or needs to be improved let me know.

Submitted

This is fucking great. Flawless visuals, great music and some really intriguing gameplay.  SFX is great too. Get a storymode going and you have fucking winner. Setting up wires between multiple things or enemies is really satisfactory. 

If you compare this to hotline miami this is a bit slower and more forgiving, which I think works well. The wiremode is essentially a pause where you can think about your next action and reposition your aiming, this works like a charm. You should get to know and talk to gorridev: https://gorridev.itch.io/fantaswat. I think you two could exchange some ideas. 

Excellent showing, looking forward to more. 

Developer(+1)

Thank you! appreciate the kind words and I will checkout fantaswat.

If you run into anything that bothered you or needs improvement feel free to let me know.