Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

First of all, huh? Why are there so many people listed for this game? Did this many of you worked on the game? I've never seen a team so massive. (This was written before playing)

And my point still stand even after playing...

The thing is...the game isnt good. The shooting is jank, the AI is jank, and even the main mechanic is jank and kinda pointless...

The presentation is good, the visual are very pleasing and the music is too, its jsut kinda buggy sometimes. For a game that says it has been playtested, this feels so unpolished.

Im sorry for being so harsh on you guys, but look on the bright side, you had an original idea. It seems you guys are a novice team, and thats a good thing! Work toghether and figure out your strengths and try and do better. Maybe publish a game toghether with a bit more time.

Overall, I say it was a good attempt. I would love to paly test it if you guys decide to fix it on another version. Maybe actually use the mechanic that was laid out. 1.5/5

PS. I just finished reading your game page, and yeah, this is unfinished an dunpolished. But your team was really big, someone could have worked on something and other people on other things. It seems that all three programmers tried to work on the same thing at the same time, or that each worked on their own and never exchanged any feedback.

You can do a lot better, just trust in youselves and continue to try.

If you wish to bring osmeone else on board with this project, should you decide to try and finish it, I can be of help. Of course, thats if you wish to have someone completly new into your team.


PPS. Props to the 3d modelers! they really had me looking at their models for a good 2 minutes, they look so good! They really feel out of place with the beans with roblox guns.

(1 edit) (+1)

I think the size of the team led to the downfall of the game. 

First: We ran into lots if issues with getting everyone up and running via github. This occupied a programmer most of the time they were active. 

Second: Everyone was bottlenecked by everyone in their own way. We didn't have a playable prototype until around 7 hours before the deadline. Then when the testers started testing a new change would be made to the game and would render all the testing pointless. Most components were tested in isolation because of the lack of a playable level and this led to issues we did not expect and most values could not be optimized. That is the reason the AI and main mechanic felt pointless. They had been tested in isolation and seemed okish considering they were made in around 6-7 hours.

Third: We ran into serious colider issues which again took control of a programmer and they couldn't do anything else. After it was about to be resolved (it wasn't in the end), we ran into build issues around ~3 hours before the deadline. So everyone stopped whatever they were doing and scrambled to try and build the damn game. 

Fourth: The third programmer was a UI programmer. They were very young and this was their first jam. So they didn't do very much. 

Fifth: Scope creep. We planned too much considering the size of the team and couldn't get it done on time. 

Thank you for playing and yes, a few of the team are now trying to refine the game and try to make it more playable!

Thank you for your offer; dm me on discord HummusMan#2121