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(1 edit)

I played the game again after getting some sleep, and this time I managed to save the world in this timeline. =P
It’s a fun game!
After beating it, I’m left wanting to play more.

I think the game difficult is balanced. I don’t mind that it’s a bit challenging.
Right now, you respawn at the start of the area, so it’s not too punishing.

Maybe you could remove the "respawn/title" screen and let players jump right back into the game by pressing a button, like in "Superhot" or similar games.
It makes losing less frustrating because you can immediately get back into the action.

I like that you move around in the menu, but I had trouble reading everything and seeing all the options it offers.

  • Maybe you could include NPCs that provide the information?
  • Or present the info in different screen-wide and tall rooms that show everything at once.
  • You could also make doors or interactive elements activate when you walk into or shoot them
  • Another option could be making the camera follow the mouse, like in "Hotline Miami"
    There are lots of possibilities, you can try different ideas until you find what feels right for the game.

The movement felt a little strange and sometimes sluggish. I ended up holding the run button all the time. =P
The character’s movement speed could also be a bit faster.
I like that you slow down when walking in the opposite direction of where you’re aiming, but the default speed feels too slow to begin with, and moving back makes it slow to a crawl.
Maybe you can remove the run button and make the player relay on rolling to dodge and traverse faster

You might also need to tweak enemy behavior so that speeding up the player doesn’t make the game too easy.

The rolling mechanic didn’t feel as satisfying as I expected. And because of that, I didn't use it much.

  • Maybe add a cooldown so it can’t be spammed, but allow shooting while rolling, or make rolling reload your gun instantly if you’re out of ammo.
  • Rolling could cover more distance or be faster. It could even let you break objects like tables or chairs when you roll into them.
  • Rolling could trigger a short bullet time effect but have a longer cooldown. =P
  • Maybe you can get some insensibility frames while rolling, that way you can roll into enemy fire haha
    There are so many possibilities!

I had some trouble seeing the projectiles (though I love that they have physics!). I also discovered I could shoot enemies from off-screen. =P It wasn’t immediately obvious when I was out of ammo and needed to reload, so that could be communicated more clearly.

It’s all about trying out different things and seeing what works best and goes along with your idea for the game.
You’ve got a great foundation and over all the game is fun =D
Great work!!! <3 <3 <3

Rolling into objects to break them,  actually, wouldn't be hard to implement with the way i have the code set up.
I tried to implement a smoother system for rolling because this one is mildly scuffed but that one ended up giving more bugs than I had time to fix.
Walking backwards is very intentionally scuffed , I like people being forced to commit to the rolls/runs, so I made backwards intentionally slow, people don't really like it very much I find.
I had actually taken a LOT of time to program a system that disallowed shooting while rolling properly lol, very intentional, I like that the speed trades off your ability to shoot.

I'm horrid with UI, making the game UI game objects you would stand on or collide with lowered the development time to a manageable level for the 3 day game jam, also let me reuse a lot of code. 
A lot of the lack of UI is down to my poor UI capabilities though, which on one hand I should brush up on but i love diegetic elements.
Camera was the one thing most people agree is pretty shit, I need to build a better base for that, I've been brainstorming that when free.
Doors can 100% be something interactive but again short development timeframe meant I reused code (and in this case assets) wherever possible. Plus readability is improved by the scene's end conditions being obvious. 

The Evil sitting on the box on the game win scene was actually meant to help tell the story, but implementation would've also taken more time.

Balancing was the hardest part though, if you see the description you can actually find a "Hard version" because I got a LOT of feedback on the difficulty curve and had very varying responses. I also wish I could flesh out the story but I focused on getting the gameplay fun.
I really appreciate the feedback tho, genuinely appreciate it.