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Thanks for the feedback, and thank you for playing! A few things I'd add:

On the buttons and controls: you are completely right, soem turoialisation or even a menu is needed, it was planned, but I did not have time to implement the system.

The map: it's my biggest "regret" with this project that I could not finish the map system. I wanted to add it, and even implemented it halfway, but could not get it to function properly, so one hour before the deadline I decided to axe it.

The 1 is the starting point, but the map should've been rotated to be more clear with the directions. Unfortunately,  the time limit got to me (not an excuse, but I have a full time job as a teacher, so I was rather limited).

The packs are rigidbody, but I messed up the collision a little bit, so they are unmovable (different layers). I tried to circumvent that, but then the loot flew away at the speed of sound :D

Also, sorry for the nuclear barrel - it was also one of the last touches, and I failed to tweak the light.  There are a few things like it.

On the sniper boss: he hits hard (maybe too hard) but if you can reach him, you hit him harder, balancing the experience - in my head, at least :D

Again, thanks for the feedback! It was nice to see how others play this, I looket at it so much that I cannot really tell if it's good or not anymore :)

(+1)

No problem! No worries about what you couldn't implement or didn't have time to balance out. I have participated in MVM's 15, 16, 18, 20, and 22, and there's always things that I wish I had caught/improved or had time to polish. And yeah, not everyone has the time to put in an absurd amount of hours into development. That's one of the great things about MVM though, its a very liberal jam compared to others and having a whole month helps to get at least something playable ready.

(+1)

I fixed a few things, and managed to setup a basic map (it was alreadyí finished, it literally needed an elif rather then an if - I think I was too tired to realise friday.