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I'm sorry to be that guy, but in one week with premade assest this is not a good game, I don't know why everyone in the comments say that this is good. The player movement is very far from good, the sprites don't match, unclear instructions, no visual feedback, broken mechanincs(shop). Hope you can learn something from this, and I think giving you this feedback will be more helpful than the fake loving ones.

Thank you for your valuable feedback. We know about the bugs in the game. If you had other difficulties please refer https://itch.io/jam/brackeys-4/topic/921085/faq-for-our-first-game-pandeum-based...

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Hey @Guacamole, I really appreciate your honest opinion and we've taken it as a constructive feedback and will definitely work on polishing our skills and improving our knowledge :)

I'm not gonna give excuses here but if I'm being completely honest about this, we could only spend 4 days out of 7 on this game (this being our first game ever) because of certain factors which I'm not gonna write here.

I would blame myself for not being able to come up with a proper action-plan with all the necessary features and implement the same adhering to a strict timeline.

We had a wonderful story in mind but could not portray the same through this game. Most of the things were rushed upon in the end :(

At one moment we had really given up on this,  but still we were adamant on submitting this. After all failures are the pillars towards success right?

We had faced loads of challenges such as:

1. onTriggerEnter2d being called several times occasionally instead of just one call. This resulted in multiple green bars (infection) and virus DNA counts to be incremented at once (do observe it in case you haven't)

2. The coins you collect after killing your enemies were supposed to reduce your infection level once you purchase penicillins from the shop. We had a functional logic behind it which failed at the end moment for some reason so we had to compromise with one of the main features the game was focused on. (This could be fixed but we didn't have ample time to fix the same ) :(

3. The free assets which were made into tile-maps were sliced 128x128, despite that a really small area (1-2px I guess) was remaining on the top resulting in invisible walls/ barriers and many more.

I believe the player movement,  jumping  and smooth player animation were overlooked at our and were really really minor changes believe me :D

Lastly, we learnt a lot from this awesome experience that we had during this Jam and trust me, you'll be seeing much improved, stable and bug-free games from us in the near future.

I really really appreciate your feedback :D