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(+1)

One of my favorite submissions so far! While the concept is as simple as "you are the enemy", superhot mechanics bring into this more than some other action games would. I really like the idea of controlling a bunch of henchmen trying to defeat overpowered player. It was a bit rough and unpolished controlling units sometimes, and like half of levels can be cheesed, but at no point I was forcing myself to play it through, I was really interested in trying to solve the situation.


If you want to develop it after jam, I'd suggest MAYBE changing controls to sort of point-and-click like in RTS, cause moving a lot of units at the same time is not possible otherwise, and moving them one by one was a bit tedious (like in Door Kickers 2 maybe, I haven't played it but by the gameplay it seems appropriate). Oh, and maybe showing in real time how fight went :) (I understand that you probably didn't do it cause jam constraints)


Also I think you could do without scrolling levels, it was a bit confusing. Personally I'd prefer a zoom out, or moving camera with WASD.


To conclude, good idea and implementation is decent, rough around the edges, but still very enjoyable to play.

Also, what's the deal with bullet juggling by sword? I did it in the corridor by aiming for like a second and in later levels that it would be deflected instantly, without time to adjust aim.

This is all great feedback! I am not planning to develop this after the jam but I did have some ideas that kinda got lost in the time constraint.

I wanted to be able to give orders to agents so that multiple could move at once and some mechanic that allowed you to move time with a button instead of having to do something. Something like rimworld. But I thought that it would be too complex to implement in such a short time. There is also an almost finished mechanic where you could hold other agents and chuck them as a distraction but I couldn't think of puzzles for that.

I wanted to have a real time replay but that got lost in not being able to finish it on time.

Cheesing it is maybe not intended but good that it exists. You solved the puzzle, I wont punish you for not doing it "my way".

Also idk what you meant with your other comment about the katana. I coded it to go towards the mouse the same way when a gun fires after it makes contact with an active katana.