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This certainly was an experience. Main gripe was with the difficulty - I was (eventually) able to get past the first road roller fight on the default difficulty, but the lack of any checkpoints after that (and the immediate Even Stronger Road Roller fight) eventually lead to me giving up on that. I have no idea how you expected anyone to get through the game on the default difficulty.

The easier difficulty mode (which I eventually resorted to after about half an hour of no progress) actually made it possible, but, again, adding a couple more checkpoints to the second half wouldn’t have gone amiss. After all, there’s enough difficulty in the unintuitive control scheme anyway without the artificial difficulty of the bullet sponge enemies.

But ultimately, the difficulty sucked the fun out of the experience. I was too preoccupied with trying to avoid dying to actually, y’know, appreciate the absurdity of the situation and actually enjoy it. And I honestly felt nothing but relief when it was finally over.

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First of all, its really cool that you actually played this so thoroughly, ty very much:D 

Secondly about the difficulty, im starting to think that i should really get some people to playtest the shit i make, because i personally assumed that this game would be pretty easy... I really have no idea how all of the games that i make feel so easy to play for me, but i guess its basically just the fact that since i coded it, i know the exact behaviour of literally everything, whilst others have to figure all of that out themselves. Especially the rollers are pretty easy to deal with if you know exactly how they work, you can basically just spin in circles and they wont do anything since they "charge" right before they hit the player. I was going to make them charge a lot lot sooner, but i of course thought that would make it too easy:D And of course the player is supposed to know that i didnt bother to code the rocket explosions to work correctly, so they hit every hitbox that is in range around them (so it basically hits the rollers and tanks 2 times since they hit both normal hitbox and the weakspots). 

I did actually take actions to make it easier, originally there werent any health pickups after the checkpoint and i of course implemented baby mode (which i thought dying with accidentally would be pretty much impossible). Ig i should have deleted all of the enemies that come after the "super turret", i just put them there because i thought it would be awkward if the player would have to just roll through 3 empty rooms...

But ty once again for the long review, really appreciate it:)

(+1)

I was able to work out the strategy for the rollers somewhat quickly (looping them around the pillar), however, their status as bullet sponges does mean there’s plenty of opportunities for things to go badly in the process (so, y’know, having to redo that fight in order to have an attempt at the content after it was a pain in the backside).

Re the ending and ‘three empty rooms’ - well, there is the question of whether or not the three rooms prior to the ending area actually served any purpose. Perhaps placing a checkpoint there, and building up some anticipation for A Big Fight may have been a better purpose for it (rather than fodder enemies), and probably would have worked suitably well given, y’know, SBIGJam and all that.

And honestly, I get where you’re coming from, about playtesting being a pain.