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(2 edits) (+1)

The type of game I’d sink quite a bit of time into once the flow state struck. I’m already 4th on the leaderboard – cool feature to include btw.

A minor point: the gun/ammo UI in the bottom right corner might be inverted in its emptying animation – I found it a bit unintuitive to see the gun and clip go from black to white as if it was filling instead of emptying. An added related preference - when totally empty I would like a melee option, even if it’s just a feeble punch.
{Edit: I see someone mentioning a knife option in the feedback, so I must have missed that somehow, whoops}

Gameplay wise, I’d suggest highlighting the dropping of loot mechanic’s strategic importance a little more in the explanations – I didn’t connect that I could move faster for fighting before going into extraction running mode and then pick up the dropped stuff on my way out again. Some additional fine tuning with the aiming and movement would also enhance the experience, but I realise it’s more than fine for a jam’s limited scope.

Finally, I really liked the juiciness of the landmines going off – scratched an itch of mine to laugh at myself for blowing up along with a bunch of enemies through some bad timing. 

Thank you for the detailed comment!

I agree with everything you said and I think there is a lot of room for the game to grow!

I would have loved to be able to explain the mechanics better but I ran out of time unfortunately!

Its not inverted btw, that is how I intended it, but I can see how that might be confusing.