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(1 edit) (+1)

This is a rather impressive game, and seems like it’s the love(grand)child of Hotline Miami and Project Zomboid. Just needs a bit of polish around the edges, but what you have so far is a pretty good game.

So, some nitpicks (but, y’know, these are coming from a perspective of wanting the game to fulfil the potential it has). First, I’d suggest trying to implement some sort of custom cursor override for the game (y’know, like the cursor crosshair thing in Hotline Miami), because the mouse cursor is a bit intrusive over the gameplay experience (and, on a related note, a ‘middle mouse click an enemy to lock on to them’ function would also be pretty nice). Secondly - it wasn’t very clear that the character with an X on their head at the start of the level was meant to be friendly. I initially assumed they were an enemy, got rather confused when neither of us were able to harm each other, and it took way too long for me to realize that they weren’t an enemy. Might be worth rethinking their inclusion a bit. Third - the lack of an ending or anything was a bit of a disappointment. I’m guessing that the structure of the game was intended to be one of those ‘play level -> rescue people -> more upgrades available in the starting area -> continue’ sorts of games (and honestly yeah game jam time constraints understandably got in the way of that), but some sort of win screen or some sort of payoff wouldn’t have gone amiss. The onion torch was a surprise to be sure, but imho it did feel like a bit of a letdown compared to the nunchucks. Fourth - it didn’t really feel like there was much of a reason to not use the revolver/rifle (barring the novelty factor of the nunchucks), as their endless ammo and ranged capabilities made them a bit too optimal (sure, they made more noise, but they still got rid of enemies before they could pose a threat). Might be worth considering ripping Hotline Miami’s weapon system (limited ammo/weapon choice, have to find weapons on the ground or from enemies, could possibly enter with a weapon though) to keep things a bit more interesting, or maybe you could consider adding some enemies who are immune to gunfire (like those enemies from Hotline Miami 2) so, again, there’s a reason to not use the guns (and whilst I’m thinking about it, the ONION torch did feel a little underwhelming). Finally, the music choice just felt a bit too ludonarratively dissonantly calm and cheerful, but like in a way which didn’t really work out (also the music doesn’t actually loop).

Still, nitpicks aside, given the whole ‘having to make the game from scratch in one week’, you did remarkably well, and I am genuinely impressed by this game.

As a sidenote re the itch.io page layout - might look a bit better if you used the current ‘banner’ image as the ‘embed background’ image instead (seeing as, y’know, it’s roughly the same aspect ratio as the embed anyway, and the embed background image is shown front and centre on the game page anyway). I’d also suggest checking out seleb’s ‘Better Minimal Unity WebGL export template’ as well, to avoid having that embed background image intrude on gameplay.

(+1)

Thanks very much for all the feedback on the game glad you enjoyed it in its current state. You are 100% right the idea was to be able to return home and upgrade and stuff but as you say time constraints got in the way at the end we will take all the feedback into account for our next venture. This was our first unity game we have made a full build for so all a learning curve for us so the tips for the WebGL build are very appreciated.