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aFoolsDuty

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A member registered Aug 25, 2016 · View creator page →

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I normally don't download jam games (exceptionally lazy, I know) but the graphics and premise of this one was too much to ignore.

I liked it a lot, but it feels like the game becomes way too difficult near the end. I never did beat it after a few runs. I suppose it might have been possible if the meter could be made to decrease by some means; too hard as it is for this old man, though.

I'm pretty sure I made it to level 3 -- whatever one is after you getting the kitty-cat.

The ghosts pushed me through walls a few times and made it incompletable (I think?), but other than that, interesting premise and the graphics are workable.

I loved playing it! The controls felt kind of awkward -- I couldn't figure out why I wasn't able to place lanterns or torches sometimes -- but other than that, fun and doesn't overstay its welcome.

I liked the core mechanic of swinging weapons around and picking them up from dead hordes. The graphics were non-offensive and the gameplay was fun, but I think it would have been improved by an end-state.

The art was good. Herding the cats (sorry, ghosts!) alternated between fun and frustrating. When it worked it was great fun, when it didn't, or my angle was slightly wrong, it didn't feel great.

Liked it overall, though!

It wasn't intentional, but you're not the first person to tell me the first ghost caught them by surprise!

Thanks for the feedback. :)

Thanks -- that was the exact vibe I was going for!

I liked the art style a lot. I noticed that the intruders got caught on corners a lot, which made spooking them easier, but it was still pretty fun to play.

Congratulations on escaping!

>If you had more time it might be a good idea for each time you enter a room, for the flashlight to go out, and flicker back on once you’ve “entered fully”.

This is good. I really wish I had thought of that...

This is all good feedback! In fact I had planned on adding keys held by certain ghosts in certain rooms, but time was against me and I was cutting it too close with the current design, so I had to let it go. :(

He was my favorite. I didn't have time to give him a custom sprite though. :(

This is kind of a neat game! Reminds me a bit of Windows 3.1 adventure games.

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The art is really good, but the gameplay is lacking and doesn't take full advantage of it.  This would probably make a better clicker/idle game along the lines of Magic Potion Explorer/Destroyer.

Thanks for the feedback.!

> To spice things up even more you could give the carrier some HP and allow enemies to hit it.

This is actually in the game but disabled! There was supposed to be an in-game dialogue system that would keep you up to date with the game's state:

  • carrier under attack
  • civilian buildings being bombed by enemy (revenge for destroying a HQ)
  • time to complete mission running out

The dialogue system didn't make it into this cut, so I disabled all of those gameplay mechanics since they're almost undiscoverable unless you're right next to the event as it happens.

> I would add some long range missiles (maybe even homing) for enemies. Right now it can be pretty easy to just snipe stuff (with like 5% accuracy) from afar.

Yeah, I definitely need to work on this. Originally the targeting cursor was always fixed in front of the helicopter a certain distance, so you had to get close to ground targets to destroy them.. I changed the targeting system just before Christmas so that the targeting cursor followed the mouse position in game, but that had the side-effect of letting you snipe any buildings on screen. If you play it with a controller you get something closer to the original experience.

There's some radar pieces on the map that originally extended enemy targeting distances + enable homing missiles (enemy SAM was supposed to be able to hit you from off screen if you were in range of a radar tower), but the art style and aesthetic of buildings changed after the radar was made, so it looks out of place and lacks a "destroyed building" state like the rest of t he buildings. I meant to take them out of the map entirely, but I think there's one or two on some isolated islands.

> There should be information on the screen somewhere about remaining HQs. Its on the map right now, but you have to fly around and look for them (maybe that was the intention).

You're supposed to discover the locations yourself and race for highest score + highest time, but since the timer didn't make it into the game it doesn't make a lot of sense as things are right now.

Again, thanks for the feedback!