Voice over was great. I was unsure why the guards had guns despite not using them, but overall it was an interesting premise. Never did make it to threat level midnight.
awyeasting
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I was a little confused at first as to what to do and thought it might be bugged because I couldn't damage people, but once I saw one of the mossy healbars healed it clicked pretty quickly. The ramp up in time was nicely gradual, but it did get a little challenging to hit some healthbars when a lot of enemies were on screen. Adding a visual hit effect with a circle indicating who was hit would go a long way. It was hard to tell also if the hits healed in a splash effect or single target. Great concept and very unique!
The visual polish was very high. I only wish the people walked faster to the counter. At first I walked around and was confused by the lack of stuff to do until returning to the counter. I liked the objective of exploring the conversation tree and trying to achieve vague, but comprehensible goals. Very satisfied to get all achievements
Yeah, a proposed change I didn't have time to implement is visualizing the input queue on the side of the screen so you can see exactly what actions are queued up. Or even just explaining it early on. The idea is that you could essentially hit all the moves in the right order to complete the level at the start of the level and then watch it play out. Making speedrunning it more about finding the moves than timing them
This is a great first game jam game. Also, you finished it and that's more than 75% of the people who signed up for the jam. The puzzles are satisfying when they click, it would be interesting to see some more challenging ones added as well. Surprisingly the most challenging one for me was the "thanks for playing" one because the map itself told you less about how to solve it than the other ones. I didn't mind the sound effects too much. For me one thing that would've made it more enjoyable is some background music.
I've been joking with my friend that when I see a top down shooter it's an immediate 1 star for creativity, but this game absolutely challenges that. The random loadouts each feel distinct and the incentives for switching loadouts are clear. Instead of chance being something that's just tacked on its usage feels very meaningful as a way of balancing jumping and keeping someone from just sticking with that so so so SO satisfying minigun.
The only thing that I wasn't sure about was that the boss seemed to be unkillable when it got to a sliver of health. But nonetheless this game was super entertaining for its runtime and I always felt compelled to go again after I died for a extremely reasonable and clear reason.
Great work!
Nice and simple UI. A little unsure about a part of the UI though. If the goal is to hit a sum, why are two numbers listed? On one of the levels (I think the 3rd) I couldn't figure out why one number was always 0 despite moving both dice around. Seems pretty bug free, functional and with a cohesive style though.