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Phase: Cleanup (demo)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #5 | 4.000 | 4.000 |
Visual Asthetic | #8 | 3.600 | 3.600 |
Usability (Does it work) | #8 | 4.333 | 4.333 |
Mechanics | #9 | 3.467 | 3.467 |
Relevant to PhaseConnect | #13 | 4.400 | 4.400 |
Overall | #13 | 3.567 | 3.567 |
Use of sub theme | #16 | 1.600 | 1.600 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very simple but at the same time one of the few games on here where no part of it seems like a chore to play. The gameplay loop was minimal, but engaging. Some of the enemy sprites would be genuinely spooky if employed in an actual horror context.
A reload button would have been appreciated, or maybe I just couldn't find it. Add some more depth and game feel, and I think this has potential to be a great game!
Thanks! I said this on discord but I'll say it here as well:
I really was proud of my coding with the enemy and capipi AI, but in hindsight I realized I spent way more time making them functional state based AI with proper navigation and didn't spend enough time on the rest of the game '^^
For future updates, I'm planning on expanding enemy AI behaviors, in addition to cleaning up Capipi behaviors and adding more depth to the base game mechanics.
I might push some more creepy horror-like sprites, but I am worried it might upset people if I took their mascots and made them spooky monsters so I'll do some thinking and asking around if it won't cause any issues.
Very nice little survival game, this could be made into a full length game. Pretty bad ass, I dig it!
Did you know you could still edit the end text? XD
Fun idea, builder was a bit inconsistent. I recommend the other two helpers. And while I guess I'm not supposed to leave the house, it felt kinda like i was supposed to. This could definitely be expanded. I want more GUNS
I did not know that about the text, I must have used the wrong text panel node `xD
I'm planning on refining the AI of the capipis, the builder was the last one programmed so I imagine he's a bit slower than the others. Each one is going to have new abilities and upgrades as the game gets expanded upon.
Weapons too! I'm planning on making a build tree pippa can spec into each giving different weapon options, in addition to upgrades.
I hope the full game meets your expectations!
Cursed enemies, massive fun. Didn't really get what the two dots meant on the door, but mashing F worked so all's well
haha I ended up procrastinating on the barrier mechanics the hardest since I couldn't find any assets for them (its the only thing still using programmer art). I ran out of time so it was one of the things that was functional but not polished to what I'd like.
My main focus was the capipi NPCs and getting a working game