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(+2)

Wonderful game!! Fits very nicely into the theme.

Things I would note if you’re looking for feedback:

  • I really like avoiding the light as a mechanic, and that it’s something as mundane as light-sensitive eczema that can kill you.
  • the takedown sprite sometimes stays after the takedown is over.
  • the movement fells too slow. You could probably make the map bigger and the player faster.
  • the menu options don’t work in the pause screen.
  • enemies don’t a death animation.
  • the game ends up a bit easy because the enemies don’t take into account where you’re moving toward when shooting, so as long as you’re moving, they’ll always be shooting where you were.
  • enemies forget about you immediately on switching into night mode.
  • enemies don’t look around after being shot.
  • I super like that the enemies look like the dog from duck hunt. It’s distracting in a really good way.
  • pretty good balancing on the power ups. I like the power ups a lot.
  • it would super nice to know whether or not you could heal (I think it’s from takedowns, but it’s not super obvious).
  • The gun sprite doesn’t show when the player looks to the right.
  • it would be neat if the reload time was faster if your magazine was fuller.
  • night vision doesn’t seem to do anything?
  • night vision timer still counts down when in the power up screen.
  • can takedown during the day if you’re behind an enemy in the night, which is kinda nice, actually.
  • I like that the enemies also block the sunlight.
  • Again I really like how it fits into the theme, and it’s not just tacked on. There were a couple times I almost died because I was reloading and the sun almost singed me - got my blood pumping.
  • the kerning on the font in the pause menu needs some work.
  • the camera feels a bit top-heavy. It feels like I can see more above me, than below, which means it’s dangerous to go downward.
  • are they UV flashlights or why do they hurt your eczema?

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(+1)

Here’s another couple things I noticed after playing it a few more times and watching my friend play it:

  • several of the sprites will freeze and it’s common for the enemy sprite to freeze while walking.
  • the flashlight sprites will sometimes disappear but the hitbox won’t, so it can be hard to know where your safe when running.
  • on the power up screen, the background should lighten instead of the text darkening - it feels backward.
(+1)

Ok wow. Let's knock these off one by one.

1. Thank you so much glasstacojar for playing multiple times, recommending it others on the discord, and even getting your friend play it! This makes us more happy than you can imagine!

2. The various animation freezes and erroneous sequencing was probably due to some code errors in detecting when certain triggers have happened (e.g. when direction of enemies changed, when they switch between the different movement states). Great eye on catching the lack of a death animation. In fact there is one, but I think it fails to show as it's a static 1 frame animation, and I missed out on duplicating it several times to ensure it stays before the enemy queues free. 

3. On the points about enemy AI, those are all great suggestions. There is a finite state machine coded for the enemies, and I think in theory these could all be implemented (e.g. looking to the player after being shot etc.) Given the inspiration sources for this game, there are probably many ideas we could implement! To compromise the scope to fit a jam duration, I think the consequence was also a point you mentioned about it being too easy if you knew what to look out for.

4. Your point on the perspective is an interesting one. We had set out to make a top-down game, so we didn't do perspective scaling on the game view. Without using the 3D engine I'm not sure if i can easily scale the camera perspective to make it orthogonal, but its something worth looking into!

5. Great suggestion on the UI improvements and bugs! Will check these out and fix them!

6. Finally, on your questions about the flashlight, its a funny story... But i'll let you in on it for the most detailed jam feedback we have ever gotten haha. At the start of the game discussions, Drake was supposed to be a VAMPIRE DUCK. So.. you know, all light would have hurt him (regardless of if they were UV). But somewhere down the time, we all forgot about this, and just got carried away with the Metal gea... *cough* i mean.. Secret Operative theme. That's when drake conveniently got a SUPER SEVERE case of Eczema, so much so that light of any kind hurt him. Perfectly logical *winks*

Thank you again on behalf of our team for this detailed feedback and effort put into playtesting our game!!

(+1)

I did it!!! Finally!!

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Well done glasstacojar!! Seems like you could be the first person to do it! Persistence paid off :D