Woo! Kemsyn knows how to do first person gun combat. That double tap is just really satisfying. I loved the creepy enemy graphics (with cool death and hurt animations), really good sound engineering, and a strange futuristic setting - all so iconic of Kemsyn games. I like the combat - to me it is just resource management, knowing exactly how many hits to kill babies, maximizing grenade efficiency, etc.. Dialog I found well written, and I personally don't trust any of these dead people.
For the jam, I think it was a bit long and grindy. I love killing loads of babies as much as the next guy, but I went a bit over 30 minutes and had to rush to get to the end in a reasonable time. If I had played before submission, I'd suggest:
- fewer mobs, higher rewards
- less wandering - maybe cut the walking about in half by shortening hallways
- maybe begin with one MP ability, and remove that many chests
- a bit more baby robot variety - a color change for say a magic user or a healing baby would be nice.
That would have shortened the game, offered more variety, and given players a chance to explore different endings. I'm also curious what happens if I let certain characters die and pick different dialog choices. I think a save point before the last rest cut scene would be nice for players to explore the options and endings.
Thank you for the eerie, robobaby shooting experience!