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Wow, those were some incredible graphics! Everything felt very clean and what you might expect from AAA game.

Also, loved how the characters said funny things when you shot them.

And the "Press [E]" to interact prompts were very helpful

My biggest suggestion would be to add some narrative/intro to introduce the player to the world and what their objective is.

Another thing: I wasn't able to figure out how to switch between guns? Tried the scrollwheel, numbers and tab, but never was able to switch off the banana shooter - when I pressed tab, I got a wheel, but couldn't figure out how to select a gun?

Last thing: movement felt slow, I think it would have been nice to have the player move faster?

Awesome job!

(+1)

Hello there, and thanks for taking the time to play our game. We appreciate the feedback!

Full disclosure, that AAA feel comes from a AAA source; Synty Studios SciFi City, the demo scene from which we stripped out unnecessary details to suit our needs. For everything else (custom weapons, sounds, voiceovers), our team was fortunate to have multiple talented artists to bring it all to life. Needless to say, we're thrilled to hear you enjoyed those little details.

It was every bit our intention to include some sort of narrative introduction, and even a tutorial gameflow, and we still very much intend to do so. But alas, we became consumed by scope-creep and the challenges posed by lofty goals that they didn't quite make the cut for the deadline. For all the extra bells and whistles we got swept up in implementing, those things sure could have benefited from taking priority. Lessons learned for the next Jam!

Though it could most definitely be a bug, your weapon-swap problem may be linked to not having crafted the weapon you intend to use. That's on us; it's never adequately explained to the player that they only begin with the Bananapult, and must return to the Lair they start in to craft/upgrade weapons at the workbench with the scrap they've collected from the surface. There couldn't be a better argument for a tutorial than that, but for the meantime I've updated the game page with a little extra instruction to get new players pointed in the right direction.

We're on board with you when it comes to movement speed, and it's in large part due to having experimented with Root Motion Animation in conjunction with Inverse Kinematics to get the character movement behavior we ended up with. Whilst editing the page with the previously mentioned details, I noticed I had also forgotten to list LShift as the control for running, which if you haven't tried already I hope will somewhat sate the need for speed. Rest assured, experimentation will continue in the effort to get the character controller really nailed down!

In the interest of making the best game we can, this feedback is valuable to us.
Many thanks for your time and thoughts! :D

Ahh yes, the dreaded scope-creep XD

Awesome, would be very interested to see any future work on this game! Great job!