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(1 edit) (+1)

This one is a tough one for me to rate, to be honest.

One on hand it's very, very prototype-y. There's a massive hitch/lag spike every time you hit an enemy. The balance is poor, there's only one level and an incomplete menu. The UI is minimal and you can't move the camera.

In other words, it doesn't feel right to evaluate it as a complete game because that's not what this is and clearly isn't what this is meant to be.

The concept is good, the basic mechanics all work, and taking on this type of game for even a two week jam is impressive. I'm not sure if the art is meant to be placeholder but I actually really like the style and wouldn't mind playing a finished game that looked like this.

I'd really like to see this one developed post-jam because it has a ton of potential.

Aha... the lag...

That's actually not lag, that's a deliberate 'pause' (as in, I coded it to wait) whilst the AI 'decides' what interrupt to take. I wanted to make it more clear with some SFX and turning the screen grey but I didn't have the time. The simple AI mooks don't even Evade that often anyway.

Camera is middle click + drag. It's still not great though (you can move it whenever, including when your probably shouldn't, though it is at least limited to the map's bounds)

Yeah, if I had more time I'd try to clean things up more; more levels, more enemy variety etc.

The art is... the art is hilarious. The textures are 99.9% gradients whipped up in photoshop and creatively applied by abusing uvs. It shouldn't work. For all that though I agree they're weirdly compelling. My two complaints on that front (again, lack of time) is being able to give the MGs faces / expressions and having to battle the unity lighting system not to wash out all the colours.

Could you expand on where you feel the balance is poor? I realise having the one enemy type shoots it in the foot out of the gate but still.

(+1)

Ah, okay. I mistook it as a bug, I didn't realize that it was something partially implemented. I missed the camera entirely as well.

Sometime things that shouldn't work, do.

In terms of balance, two things stuck out to me. I was able to win easily using just the blue character and the pink character; the enemies were very weak and there weren't many of them. The charge attack was also very difficult to use effectively. I think these are probably issues related to the limited scope of this demo but maybe some tweaking could be done.