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Lab Mayhem's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1sXaWQnb7Zox_KW7XztmPxivKy1kb6ECnRG9knV5m9KI/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
An arcade-like game where you play as a hacker that infiltrates a high-tech lab and manipulates the Lab's machinery.
It's a top-down puzzle-like game where you shoot pellets that bounce off of walls but the twist is that the pellets can do as much good as they do bad.
Please explain how your game fits the theme:
For the theme interpretation we wanted to limit the player’s actions and deprive them of common actions like moving freely and having full control of an attack. A weapon is also indiscriminate, so the same mediums the player has to reach your goal are the same mediums that can make them fail.
Is there anything you'd like the judges to pay particular attention to?
Music and Interactive music instances.
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Comments
First thought - that button animation is absolutely beautiful lol holy crap.
I appreciate the inverted aiming, it's a clever way to prevent you from using your cursor trivializing aiming.
I think the camera controls might be a little unnecessary and add unneeded complexity. I think it'd be ideal if the room just fit on one fixed screen.
Controlling the drone shots feels a touch beyond comprehension. I agree with Rakudajin that it probably needs something to assist with understanding where your shots will end up. It could be a limited aimline, or maybe it's reducing the possible angles for a drone shot. If the turrets clicked into place into, say, 16 possible angles instead of being totally free form, it could give the player a starting point for making adjustments each attempt. It becomes hard to iterate when the slightest change in shot angle results in a widely different outcomes.
Overall, well done! I think this is a really cool game. I also really like the music, it really fits the game.
Very interesting game idea! Kind action-puzzle. But I found it a bit too hard, given that both energy limitations and enemies move around - I think it would be better to have some implications, like having a bouncing line to aim. It took me too many tries to finish just the second level.
One minor suggestion for text in the beginning - it would be cool if the first click didn't click the message but displayed it whole, like in many other games. I ended up skipping some text not because I wanted to skip but because it was too slow, and I wanted to see the whole text at once. Also I think it is a bad idea to make all the lines move up when another line is added - it is a bit painful to the eyes.
And cudos for Godot :)
Thank you for playing the game! The game is meant to be somewhtat difficult to reward trial and error but yeah, an aiming line might be useful. And I completely agree with your take on the menu/dialogue navigation, thank you so much for the feedback!