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(3 edits) (+1)

The handler is adorable. She's very qtpi. The protagonist is also cool-looking. I wanna... hold hands... fingertips intertwined
Some part of me wishes the hackable things were in hot pink/magenta to pop out from the yellow, however, it's totally cool if you leave it as is, it's just a minor thing that may totally be personal preference.
The hitbox for the back of the laser emitter is larger and more forgivingly extended into the wall than the front of it is outwards (probably not to overlap and conflict with enemies near lasers). It's better to click on the derrier glued to the wall but I can see some peeps clicking on the tip and messing up. It seems like the system used to render the walls wouldn't allow you to indicate the laser has a chunky end inside of it so if you wanna/if it's feasible, extend the laser's hitbox out past the tip a lil if you wanna, if not, that's cool. For the second level of act 1, I discovered that for the first door, if you're above it and click on the button above it at a unique angle, you can forcefully bind the interior button to the door in one click. If you wanted to use the interior door button to kill an enemy in a stylish yet overcomplicated way, you'd sorta go "FEK" when that happens! This can also happen between enemies that are overlapping and whatnot. Have a priority system from a collected array of things overlapping/clicked on what's overlapping or pick it out from a hat if this isn't intentional. It's also very difficult to mark the TV (I'm probably not very good). Far away doors slanted at an angle also seem to be clickable center mass but when at an angle, you really need to aim for the door's feetsies. If you train your mouse over the physical door and press right mouse then left mouse, you'll not mark the door and feel sorta silly. 

Anyways, clicking on objects really precisely is cool. Some people are liable to choke the click or have a weird mouse spasm so forgiving breathing room is something for some objects ig, or whatevs, do whatevs idk. Apart from the TV and the door center mass thing, it's perfect.

This is the angle/positioning I used. Both within LOS.

Interestingly enough, I'm having a random occurring problem where my game's screen goes black. It doesn't seem to have a trigger of sorts and I can still enter the hacking mode/restart the level but the music repeats and everything is just black!

The pistol feels great and tying two people to die together is great, especially when they have more health and you cut down on that efficiently. Some HLM clone peeps have a nice QOL thing where if you click but the weapon is around 0.15 ms away from being fired, it would note that you attempted to fire and upon the completion of the "fire delay" timer, fire so it didn't feel like your input was eaten. This is a weirdly specific QOL.

The AI feel good and I'm not sure having them do anything but rush you or flank around is needed. Some part of me wishes for a hyper-aggressive melee dude to vibe-check your ankles. I like them. They serve a purpose well and I'm not sure if they need anything or are perfect as they are! Who knows! :0

You can also abuse the bullet time from the hacking mode to just dodge bullets and kill. It feels great. Things not being one hit kill either is great since chokes are inevitable and the levels feel like they're going to be slightly more lengthy than a traditional (and inevitably to be compared to) HLM level due to the WIP bar level. I beg of you, if you do go the bigger longer route, continue giving checkpoints or breaking the level up into stages <3 (Dead Eye Deep Fake Simulacrum started small then got really big and later levels were punishing so it sorta happens with top-down shooter likes)  Also, barrels not killing you but bringing the camera in is wonderful.

For "BikeTime" map, I can press my nose up against the door and fire through it to kill the enemy, in fact, you can do this with two doors! so... i assume it's a thang!

I had a spastic panic attack at the tutorial where I read "R click" as "PRESS THE R KEY DO IT DO IT DO IT" because I'm used to reading "right" instead of "R" and restarted the level five times and did so repeatedly because the music looped which was funny to me when I discovered R is restart. I'm cool with it but I can see one person booping it on accident for funsies.

There is this one dude sitting in a pool of yellow in a bathroom. Hah, what a nerd. 

This is great. It looks good and it feels great on the hands.

The door in "blocked signal" is approached from the north. I didn't notice it was locked from the inside because the door obscures the keyhole lock and had a key-hole from the inside (why do you lock things from the inside when you  of in the outside people of out inside lock the door) so I was confused for a solid moment and restarted the level because I didn't see the guy near the car. It was sorta funny to come to the realization of all of this and look around to find the dude with the key wedged in by his buddies.

It feels strange that the completion time isn't dilated in accordance with time. This is totally cool though, just means that people who want to grind completion time will need to figure out better ways to get things done with less hacks which is cool. Tried to go for a 10 seconds flat on "hotline rewire" but only got to 10.15. My game was running really good for about an hour without black screen soft locks but then it came in and just started dying about roughly every 5 minutes. It never crashed, just had a black screen. I hope game-maker isn't being weird and it's just a bug or weird once in a blue moon thing that makes the screen go black and only allows restarting and right-clicking audibly working

I like the game! It's a beautiful game and I didn't have any trouble with the 2D scenery that obstructs movement being difficult to see or understand that it's something that can obstruct movement so cool!

Thank you for the detailed feedback!
Lots to go through. The blackscreen crashes are sadly because of a late addition of fmod which will be removed. 

The clicking/selection has to be improved you're right. i'm looking into if its possible to enlarge the hitboxes or something.

I didnt understand what you meant with the QOL thing with firerate, can you tell me more? 

Any other ideas for AI that you would like to see?

Also the time thing, do you mean that it doesnt slowdown when in hackmode?

(1 edit)

Praise be Construct3.

I've played some HLM clones where they have a "QOL" fire rate thing. It's a really niche thing and is highly autistic and can totally be ignored since it's weirdly specific. Essentially, the idea is that you can only fire if a timer or delay until you're allowed to fire is over. Essentially, the timer creates fire rates by delaying when you're allowed to fire again. Sometimes it feels like the game eats your left mouse click to fire if you're a couple of milliseconds off when you'd assume the gun's ready to fire again. This happens when there are a couple of milliseconds left to the fire delay timer thing before you're allowed to fire again. Some HLM clones have it so that if you try and click but the timer for the weapon is really close to being done, it will run the firing function when the timer is done so that your click isn't "consumed" due to being a couple of milliseconds off. The suggestion is highly autistic and weirdly specific and I've only noticed it in one game where the window for activating it was really big but it's a feeling of sorts I suppose. How most people pull it off is just flipping a bool on if you try and fire but the timer isn't done but is like 15 ms from being done and then when the timer ends, flipping the bool to false and firing.

The level's timer doesn't slow down during hack mode. I think it's cool since for the level I tried grinding a time for, hotline wire, it's probably faster to go to the center room and open both doors simultaneously with one clever hack for 9.20 seconds!

The AIs feel good.  The AIs space themselves out nicely when they move to fire at you and it feels good.

One concern I do have is that they seem to wander. I hope the few that stand in front of lasers blocking your path can't just randomly walk away from the lasers while you're reading the intro text or moving about. This happened one time and I had to lure the enemy back with gunfire because he moved behind a wall. I'm not sure if he was moving randomly or was scripted to slowly move behind a wall to be lured out as I did. Apart from that, I wouldn't mind shooting at the same enemies some more.

Everything following is 100% subjective and should be taken with a bag of salt. I'm a fan of the fact that you can just shoot them and that hacking them together is slightly more efficient. Their nice and simple behaviors are comfy in a way I feel keeps things predictable and I think variety instead of depth is nicer for a top-down fast shooter-em-up. The only thing I could think of wanting was just some melee dude that rushes you, a 4-3hp beefy stationary turret that explodes upon being hacked, or some asshole with a 2-hit shield and 1-hit fleshy body that stuns everyone around him if he gets hacked. That's how I feel anyway and it's entering subjective idea guy territory so feel free to dismiss it as you please.

(+1)

I appreciate all the detailed feedback :)! Thank you so much.