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(+2)

Really well done!

Some notes:

  • The music was a little distracting over the game sounds.
  • Aiming with the mouse was a bit difficult while moving around - if it was clicking instead of space, it would feel more natural.
  • Spawning at the doors on entering a room would have been a bit less confusing.
  • Healing upon entering each room without any effects was a bit confusing.
  • Should have a damage sound effect on getting hit.
  • I like the little pop when you eat the guys.
  • Really nice game! I super love how difficult it is, while not being impossible.
  • Very nice enemy movement - makes them pretty slippery to catch.
  • Super weird mouth on the player.
  • White enemies should be more slippery - move around slightly more.
  • It’s hard to know where I’ve been and where I’m going and what the goal is in the game.
  • Healing on entering each room makes the game a bit too easy.
  • I like how you added a duck to the game. :)
  • Should allow game to be fullscreen, but it’s not hard to play without it.
(+1)

Thank you for your elaborate feedback! And I'm happy to hear you enjoyed our game :D

I want to take this opportunity to adress some of your points and share some of our insights on the behind-the-scenes ^w^

  • Aiming with the mouse felt kind of weird to us too but we couldn't find a good solution in-time. Especially since we could only do most of our playtesting shortly before the deadline. But your idea to click instead of spacebar sounds so simple. I really like this, thank you!
  • The spawn position was a topic we discussed a couple times and played with a lot. Both sides have their ups and downs. Spawning in the center of a room allowed us for more creative rooms and for more player agency in how to approach a room. We ended up liking this for our adaptation. Maybe in a bigger project we'd change our minds though, who knows? ^^
  • Healing between rooms has the healthbar on the top left regenerating. It was a last minute addition, and we both agreed it could use some more attention. Either way the regeneration allowed us to encapsulate room difficulty easier. We tried playing with 10 total HP without regeneration and while it felt doable for us as developers, it felt like that'd be too steep of a learning curve for beginners and unfriendly for our target group of this Game Jam. We want players to have an easier time running through our Game.
  • A damage sound for getting hit was a goal, but we simply didn't have enough time
  • The player"mouth" was intended as a simple extension of darkness. It isn't a typical mouth as you know from humans. It's a darkness blob after all. We'd both like to have better visual representation, but as someone who never touched pixel art at all before this Jam, I am quite proud of it hehe It's my silly little goober consumer
  • Why do you think WhiteLights should be more slippery? We liked having static bodies as contrast to the slippery GreenLights ^^ It's a flavor choice for us
  • We had a scope for a minimap, but we couldn't find the time after all ;^)
  • Fullscreen option should be possible. You can enable it in the options before going into the game. Hope that helps
(1 edit) (+1)

Thanks for the reply! I didn’t realize so much of what I noticed was already considered!

  • On the static enemies, they sometimes moved around the screen, so I thought they were supposed to move.
  • I didn’t look in the options menu, but after enabling fullscreen mode, there was a significant lag between the “mouth” and the cursor. But, good to know it’s there!

Again, I really like what you guys have done!