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(1 edit) (+1)
Semi-on-the-fly remarks:
  1. Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.
  2. I think you could sprinkle some details on the ground, in order to help the player better see how he is moving.
  3. Simple concept, easy controls, nice recipe! :)
  4. The shape I am forming resembles a hand, somewhat, with one side being longer, and useful as a long ‘catcher’, although this means my blue cube is less protected from the other side. So, there is some strategy involved already!
  5. Is the enemy spawning rhythm always the same? Oh, no, it does increase dramatically!! :o
  6. Lost at 212.7. Soon before, I noticed my buddies seemed to go a bit further than me; I think the lag caused by the presence of more entities may cause this spatial decoherence.
  7. Possible bug: One more test to check the sounds; weird: having lost, I see there is an enemy cube that just goes straight, alone, and the FPS becomes quite low, before he goes away and the FPS comes back to normal!

Takeaway: I tend to favour concepts and mechanics over everything else, and you served a fitting concept right there! :) (My game is also super concept-focused, but this was a small last-minute entry. XD) I think you could add more variety and long-term interest by adding some mechanics, such as random bonuses when you convert some enemy into a buddy, for example.

I do not mind the plain geometric graphics for the main entities! You can either consider this a prototype and change them, or keep them as they are. :) As I said, giving more detail to the ground would add functionality, on the other hand. And a sound (and visual effect? Not sure) for converting an enemy into a buddy would add to the feeling and comfort of the game. :)

Clever prototypical entry; I like these!

(+1)

Thank you! and wow, I'll go over your thoughtful remarks and takeaway if I ever make something out of this.