Play game
Herb O'Cide in Escape from the Power Plants's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Implementation of the Jam theme | #1 | 4.667 | 4.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
It feels like you copied Undertale and Elden Ring, and combined them into one game. Also, it's clear you pulled a lot of inspiration from the shark-like character in the hit Disney film Finding Nemo; "Plants are friends, not food," is truly inspiring. This game really brings me back to COD days.
Legit review btw. GG my dude
Yeah Phil Spencer of Xbox fame actually approached me yesterday, he wants to make a new console that can only play Herb O'Cide but he lowballed me with 45 trillion dollars so I said no.
Nice one! I died a few times before I got a hang of the mechanics but afterwards it was preety fun. I liked the campaign with a funny story, intro and ending. Graphics are good, mechanics are engaging and pushes you through the levels and sometimes requires some planing to get through some areas without drying your battery.
Issues found:
- As anachorlight said, there is a problem with movement when you move and use your gun at the same time that makes it hard to navigate.
- The final boss can be shot from the distance without stepping in area with smashing fists.
- I think that I killed all plants in the first level and it didn't ended, but maybe I missed some enemies.
Thank you for the feedback!
This one was tough, and such an elaborate gameplay loop too considering the time! I’m impressed by the number of animated assets and interactible objects in the game as well as the number of levels– you even got a boss battle and cutscene stills in there somehow!
I’ll admit the level end wasn’t immediately clear to me, and in my first playthrough I just killed most or all of the enemies and moved through the level select. I found myself having to leave enemies alive in order to give myself enough fuel to safely navigate the level. On paper I would have told you this idea would have felt too cumbersome, but in practice the battery gameplay loop works perfectly.
There’s one main issue I noticed in the gameplay– I think your locomotion system is normalizing the Input direction in a way that makes the player keep moving at 1 speed even after they let go of WASD or the joystick. It’s not the worst thing in the world, but it pushes the player forward long after Input has been released and doesn’t feel the best. I think you’ll need to add one more check to make sure your Input Axes are still being held before the movement takes place to fix that.
Awesome work on this one!