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LARGE HOTEL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #62 | 2.182 | 2.182 |
Game Mechanics | #67 | 1.818 | 1.818 |
Overall | #69 | 1.758 | 1.758 |
Interpretation of the Theme | #74 | 1.273 | 1.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Thank you for this entry into the jam! Really liked the design style!
Thank you for the opportunity
I think the previous commenter put into words very well the issues with the game, I agree with their thoughts on the game. I don't see how it fits the theme of the jam. However, all the visuals in the game were extremely good. Were those free assets or made by the team?
Pelas palavras no menu acredito que tenha sido feito por um time com alguém que fale português, parabéns pelo jogo, com mais tempo vai ficar muito legal!
Thank you very much for the comment, referring to the question regarding the Portuguese, I am Brazilian and it may even be because of this that the theme for me has come in a different way because I thought of something big regarding the theme. As for the assets, the assets of the player and enemy were acquired from free assets, the enemy's asset I gave the proper credit even though I didn't need it, the player's I couldn't find and didn't need to credit. On the other hand, the assets of the environment and objects were created for me, I thought about making it available for free but I thought it would be too weak for anyone to want, I appreciate the comment and thank you for following my game.
Good work on getting it submitted! But it really needed a lot more work on it.
I managed to beat it, but it really is a bit of a grind to get to the top. Enemies are way too tanky for how slow you shoot and how many there are. You shouldn't have to retreat back down an elevator and trick the AI to slide down the hallway to try again. I was also able to lure all the enemies down using the spawn point side of the building. Having enemies only become enabled when you reach their floor would be a good way to make sure they don't all coagulate on one level and make it almost impossible to get through without a tedious series of kiting underneath them.
Even during their death animation, they behave the same until they completely disappear. It'd be good to disable all their behaviors during while theyre dying, as it's quite frustrating that they eat your valuable bullets (in terms of time) for no gain. That, and they can also still damage you when you've already killed them.
I still had a bit of fun with this trying to play around with what I could break though
Thank you for the comment, I had as a goal something grander than what was delivered but due to time some implementations that I have already done today and I have more experience were not possible to do within the time. One system that I implemented after the delivery of the game was the generation of enemies randomly on the map, as I was going to generate this implementation the game I played allows as an escape to drag the mobs, another implementation that was added was the dash, as the current game I did not complete due to this factor slows down the mobs for a movement that was possible to complete, because in tests it was deficient, in relation to the death of the mob I chose to let the dust cause damage when breathing but I believe it didn't please the choice, even so I appreciate the comment.