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(1 edit)

Super clean and simple, love the aesthetic even though it's definitely a little dark. (Though I guess that's what makes finding the cans tricky?)

Intuitive controls with UI that's easy to understand what the objective is. Sounds here really makes all the difference honestly, good use of it! Only issue I encountered was that on the second can, I was backtracking to try to find it, and since they have collision/physics, I knocked into in by accident and it was moved to a place where I couldn't shoot it. Full 360 camera might have been nice, but I can see it being a good intentional design choice depending what you are going for. (Back tracking to find stuff you missed is a pain without being able to look back where you came from.)

Overall it was a pretty cool little demo. Simpsons track at the end was an appropriate reward.

(+1)

Thank you so much for the feedback! I had indeed darkened the game up in the late stages of development in an attempt to add some difficulty and play up the aesthetic. I probably took it a bit too far though, so will be decreasing this effect a bit in the next iteration.

You are not the only one who encountered an unwinnable game state due to knocking a can into a place where you cannot shoot it. I'm currently working on removing the restriction to being able to turn left/right so that even if you knock a can into one of the corners on the map, you should still be able to turn around and shoot it. I just need to make sure the portion of the world behind where you spawn is appropriately decorated as right now, it's an empty void.

I'm also experimenting with moving the camera towards/away from the player depending on the direction of their movement. That way if you do need to backtrack, you can at least get a bit more notice before you bump into anything. It's not a full 360 camera (which you are correct that I was trying to avoid as a design choice), but I'm hoping it at least makes backtracking less of a pain.