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This game had a lot of depth to it! It was pretty funny and really reminded me of the Lego games where there's a lot of interactions. But as others had said, it was difficult to understand what your objective was. I also agree that having a sprint or something would have sped up the gameplay. I didn't notice the goal of trying to get the city in general to a percentage until I was watching Zackavelli's play through. I wandered around for a while, shot some people with bananas and then gathered enough garbage to unlock a few other weapons. Anyway, great job!

Hey there, thanks for playing!

Lessons learned, as cool as dynamically mesh-wrapping decals and IK weapons are, the primary gameplay loop and the player experience should take precedence, especially on a deadline. We had started with a narrative focus, but it got sort of buried by all these fancy features. As for a Sprint, if you weren't able to bust into a jog with LShift, that's a bug we'd be happy to squash, though I confess even that could be faster.

Perhaps in a post-jam update, we'll rummage through the mess we've made and bring to the table the tutorial and narrative purpose this ambitious project always deserved (along with a heap of bug fixes). We're glad to hear you enjoyed it nevertheless, and appreciate your time and feedback! :D