I like co-op games, that mostly why I did it :). It's also a lot easier to start with a co-op game than try to refactor it in.
Good point for the invincibility indicator. I had a white flash at one point, but it would discolor the model. Should've added something else.
Thanks for playing!
Alex
Creator of
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Love it! Played a long while, really addicting. The clones sometimes struggle to pickup boxes or pick them up at weird times (maybe it's because I pick up/throw near the start or end of the recording)? I also wish there was an extra clone (start with 2 instead of 1), but maybe it's just me being bad at routing my characters.
Really solid solo dev entry!
I wish I would've had more blind playtesting to catch the shop issue, I heard the comment a couple times... It kinda makes me sad that some people could've played and totally missed that feature altogether.
The tank kind of threw off the economy balancing - it was an addition the morning of the submission LOL. It's probably better for the game jam because it allows people to play with all the perks/skins, but I definitely would look over that in future revisions.
Thank you for playing and the great feedback!
I gave it another try and managed to complete it with another handful of plays. On my end, I think the issue was that I was using the dodge to try to run away while (if I understand it right) it's meant to be quickly turned on and off. It also feels a bit slower to respond than dodges I'm used to. I'd love to see you play it, maybe there's something you do that's obvious with dev insight that might not be as obvious for someone coming in blind.
Reminds me of the robotics competitions I did in school, without having to deal with Arduino. I like it! If I were you, I would try to poke the education system and if there would be interest. I could see this be a pretty good contract if they implement it in their curriculum.
Only comment I have is I feel the LED and eraser icons don't really match the rest.
If you ever were wondering how many busters it takes to make the game unplayable, it's around 350 LOL. Love the game, makes me kind of think of A World of Keflings for some reason. I wish I could destroy buildings to make space for the cooler ones (the bar is the GOAT). 10/10 would play again!
Took me a while to understand the game loop. I'm still not exactly sure if there is an advantage of throwing over jumping (tutorial didn't really specify it). Switching to controller on main menu is not super clear, should be some mention that you need to press select.
Other than this, game is super polished. I like the art, feels good jumping from person to person when you get it!
Great game!
I saw this game on Discord and I don't think it was a good representation of how awesome this game is. Puzzles progress at the perfect rate, having the "wait, can I be a rat/plant?" moment was so funny/rewarding. The last puzzle room was kind of tough but felt great when you figure it out. More levels and I can definitely see this game sell well!
I second Roaming, my first instinct was to be Evil GPT and I'm honestly still striving to get the most negative score. I'm allowing "real" GPT to get revenge for all the insults I sent it up to now LOL.
UI is simple but very polished. Overall game was a clever way of interpreting the theme! Love it!
PS: This is also very likely a Firefox issue but I would get prompt responses that would grow this big at times. Could be Godot acting weird with vboxes or something.
Really really appreciate the kind words <3
Dash is definitely a must - should've put extra bold emphasis on it during tutorial. Makes the game go from very hard to smooth sailing.
Shooting part we'll say was a design feature and not a limitation of my state machine 🤫. I ended liking forcing players to slow down a little and have to dodge attacks.
I was kinda stuck up on having all UI be in-game interactable (due to the COOP part). I had told myself that players would just memorize the map, but that's an unrealistic task (given I also tend to get lost LOL). That's definitely something I would change in future releases.
Thank you so much for playing!
You were being too greedy :P. Goal is to figure out how much you are ready to risk; when is enough for you to come back up? I should've considered having a config that lets you keep inventory though (abit like in Minecraft).
I fully agree with the backtracking not being super entertaining. The entrance is the center of the map so it shouldn't ever be more than 3 rooms away. But there definitely should've been portal rooms near the edges to fast travel.
Controller system overall is quite nifty. I had to have a cyclic UI in parts because I didn't know what controllers to expect (you'll get a totally different experience on keyboard, Xbox, PS). I also had to make a custom UI system to support multi-controls...! Should definitely consider releasing this subsystem at one point.
Thank you for playing!
It's not just on you, goal would be for it to be clear for everyone (I had some people that weren't sure too)... You don't find upgrades, you buy them! There's 2 shops upstairs in the lobby you can use your coins in. Maybe should've made that clearer somewhere!
Also weird that you didn't get any special room, maybe you were just unlucky with the map rng. It should give you alot of special rooms in the first few rounds you play - maybe I should've used a set number of rooms instead of a random number of rooms...
Thank you for playing the game despite this!