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(+1)

GG, you win the 3D prize!

I really liked the rogue-lite aspect of your game. Super cool that the levels changed each time you went on an excursion. I also felt that your gameplay loop did a good job of complementing the procedurally generated maps! I liked finding the loot and doing the upgrade thing! 

As a player, I had a difficult time comprehending what my overall goal was, or what I working towards. Combat was really hard to understand at a glance, but the provided tutorial went a long way towards helping me comprehend what was going on. I would've liked to explore the combat system more than I had the opportunity for, but I kept getting lost and dying before making it the teleporter! I don't think the answer is necessarily to provide more teleporters, as I think maybe implementing a way to find the teleporters might be more interesting overall. 

I don't know that I enjoyed this game being top-down. I think I would've felt more immersed if the camera angle was instead isometric? Hard to say, but I was disappointed that I couldn't see more of the physical details of the things encountered on the map. 

Thank you for your submission to the HF 2023 Game Jam!

(1 edit)

Thanks for review. I did have intentions of having different camera angels particularly for fights or points of interest, and how the camera would change would depend on if you have sim sickness mode selected or not (i.e fade/teleport or smooth movement). But I was running out of time and rushing to get it done. 

I was actually inspired by Dan the Diver games you streamed. I think I made the game my own, so it's not considered a rip off. But like that game I was hoping there would be enough random "Escape pods" to be able to get one without running out of time. Actually, what I should do (and may do it still) is every time you kill a blue bug alien, it adds a teleporter to where it was.