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Like others are saying. The aesthetic is really cool -- the trippy warping shader(?) of the skins felt like we're a little drunk after a party. In addition, the low poly with figures painted on plus the park assets gave it a Sims1 look. I was a little worried what I was getting into with the cover... it was looking more kink than might be appropriate. Nope, just knife stabby murder!

It was a good short maze puzzle for a game jam. I think for being smart enough to go back to the party is smart enough that it's game over, I win!

Nice work. 👍

Thanks!

I forgot to check. Sometimes. The directions buttons were always misoriented, but sometimes all 4 would work, sometimes only 3 or 2. Was that by design 'cuz our poor could-be-victim is limping?

Well when the player rotates in idle, it actually plays an animation that rotates with root motion. It is the only way I found in Unity that rotate and plays the animation with precision. I found that even famous games like Code Veronica don't do that they only rotate the player with no animation, and other games use a crappy one. This is where I believe someone might think it feels clunky because when you press forward I disable the root motion. Also I have placed some cameras really "weird" because I didn't want the player to see the correct routes too soon.

Other than that I haven't found any problems with the controls.

I was planning to also add a short burst of run with a "Pain threshold" that acted like stamina. The controller feels much smoother with the speed but it was ridiculously easy to beat the game because I made the mistake of making the park relatively small. Modeling environments is such a chore, it takes humongous amounts of time and I have a newfound respect for level designers!