I got an error in chapter 3 when continuing Aero's job stuff. This would the second scene with Vamp at Aero's Junk.
ETA: I just saw there's a site to log errors, so I'll report it there. Whoops.
Interesting mechanic. I like that you don't just start off with the flashlight and baby. The environment looked pretty nice, considering the time frame. I think there's a lot of potential here for a scary game. I would have liked to see maybe a meter indicating how "shushed" the baby was, or some communication with whether I was upsetting the baby by running or something. At the moment, the baby seems to cry periodically regardless of what I do?
This review is part of the review exchange, link here: https://discord.gg/FJCt4Wd
This is an interesting game. I like the mechanic of switching between walking and shooting. It reminds me of Resident Evil's tank controls in that way. I would have liked a border wall to keep me from falling into oblivion, but I understand that likely comes from the 48 hour time constraint. This was fun learning how to quickly switch between walking around a corner and firing at an enemy so as to stay alive. It's kind of like a puzzler, I guess. Overall good game!
This review is part of the review exchange, link here: https://discord.gg/FJCt4Wd
This was a fun game. It sort of glitches out when you grab food from the dispenser but it's so funny I hope you don't get rid of it. I really appreciate the controls. You don't have to be near a food item or facing it in order to pick it up. It snaps into your hand. I also think it's really funny that some customers straight up want raw beef. A big improvement that I think could help this game is a minimap, since the viewport is so tiny relative to the rest of the room. I like this sort of game (usually I play it as a top-down 2D but this works too), and it is extremely helpful to get a lay of the land before customers come in. I wonder if that unused space is going to be used for something in a later build?
Over, I like this.
I really like the style, and I couldn't help but think the title references current events (or as someone recently put it "that mess happening IRL"). The game was pretty fun. Other people said something about repetitiveness, but I played until about wave 15 and didn't have that issue. Though I think my game glitched out or something because no matter how many civilians died the counter always said there were 16 remaining. Room for improvement here would be to limit civilian respawning. I noticed that around wave 10 I had lost almost everyone but then there were about 16 civilians for the next wave. I feel like I should have lost around wave 12. Another thing that could change is how the bullets interact with civilians. I was shooting into the crowd multiple times and the civilians were unfazed. This makes the game a lot more easy than I think was originally intended (though killing civilians with friendly fire might make the game worse, idk how you'd like to go about confronting this point). Overall, I really enjoyed this game.
This review is from the GMTK Reviewers Group, link here: https://discord.gg/FJCt4Wd
This game is almost TOO adorable! I love the art style. I feel like a lot of people nowadays would appreciate a game where they have to manage work and this cute pet of theirs. The only area of improvement I could think of would be if there was an "autoclicker" similar to the mechanic in many idle games (or like you click once and it clicks up to four items on the computer screen). I could see someone getting worn out from all the clicking. This does not detract from the game, though. It gives the feeling of actually, y'know, working and dealing with the dog.
This review is from the GMTK Reviewers Group, link here: https://discord.gg/FJCt4Wd
I used to think I was good at playing video games but this game challenged me quite a lot. I really like it! I appreciate that the main mechanic is "simple to learn, difficult to master." I really like games like that! The only room for improvement I can think of is a smaller hitbox for the player character, or something that makes it more difficult to get hit (slower enemy bullets? any number of things potentially). I felt that a few bullets hit me way before they got near me, though that could just be me needing to get better at playing games, lol. Overall this was a really fun experience.
This review is from the GMTK Reviewers Group, link here: https://discord.gg/FJCt4Wd
I love that the different forms have different firing patterns (eagle and fish ftw). It kept me engaged and excited to explore the board. I really like that the screen changes when you need to return to your environment, and how the factories pop up and the game gets more and more complicated the longer you don't tackle the problem (i.e. the dirty humans).
Overall this game is really fun with a great presentation, and I love the interpretation on the theme.
This review is thanks to the review exchange. Invite is: https://discord.gg/FJCt4Wd
I really like this game! I've seen a few games similar to the space ship shooters but this one stands above them with its "control as resource" mechanic! I really like that. It forces you to plan ahead -- "should I accelerate or let my inertia take me over there", "should I shoot or wait for something to approach me," etc. I feel like these games are easy to be bullet-hells impossible to think a few steps ahead, but this one gives you a reason to think about it first!
Horror works extremely well with this theme! Even though I wasn't sure what my objective was exactly, I enjoyed this game, and it was actually scary to experience.
I was kind of expecting the tiles to pop up when the ticking stopped, like as a defense mechanism from the monsters. But overall this was an enjoyable, scary game!
I love tower defense games, and I really like what you've done with the mechanics! The towers malfunctioning sold me on the story that everything's gone haywire (and let me focus on my ship). Cool game!
Also, I think it's very engaging that some of the enemies leave the track. In most tower defense games, it gets repetitive with enemies staying on the track, but it felt like a paradigm shift when that first little bugger flew towards my ship off the track! I felt way too safe (so to speak) up until that point. Great idea!
When I try to start the game, the screen is totally black. Is that an issue on my side? Are other people able to play the game?
To be clear, the screen is totally black but the sound effects and music play. If I press W multiple times it makes a jump SFX and it sounds like there's a landing SFX, but I can't see anything in the viewport.
This is a pretty cool game! The biggest thing I'd say could use improvement is... well to borrow a phrase Mark's used in the past, "game feel." You do not feel more powerful when you get a medium-sized mook under your control than you would a small-sized one. And I think that's because the HP requirement is static, like it looks enemy HP needs to be below 20. So the big strong armored guy, who is much larger than the smaller enemies, dies in one hit that is easy for the enemy AI to land. I don't know what the code looks like, but I think making the HP requirement a percentage of the total might fix this game feel issue.
Overall, though, a very good game! I would love to see this further developed, with more levels etc., after the jam!