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Hi Rusu! 

How ya doing!

Pretty cool game you got here! I think it is one of the most mechanically coherant games I played so far. Every mechanic fits well and is tuned to work with the levels. The level design teaches players mechanics well and  forces players to use each mechanic properly.

I will say though that I did get stuck since I didn't realize you were supposed to kill all the enemies in the indoor section. So something giving feedback on that can be helpful. 

I am also.... very .... very bad at this game. And I can't seem to tell why. As you know, other people were able to quickly pick this up and make a lot of the mechanics given. I can see the potential of all the mechanics but can't seem to wrap my hand around it.

I THINK that one thing that messes me up are the enemy attack patterns. I cannot be quite sure but I think there is some random offset that the enemies will miss by. This actually messes me up a bit since I sometimes get hit by stray bullets. And sometimes tactics I try work, and other times it doesn't. If that is the case, I think it may be better to reduce difficulty in a predictable way such as making enemies be more accurate but fire slower, or increasing the punch hitbox. I think for a skill focused game like this, making sure everything is as consistent and predictable as possible is important. If I am wrong then maybe there is a conveyance issue instead where I just could not figure out the attack pattern of the enemies.

Otherwise, I think this is a great game concept. It's what I think is fairly ideal as far as a Holomem game goes,  as this game showcases Gigi doing her abilities best, doing something particular to her. And the tightness of this game concept is something to be proud of.