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bro1017

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A member registered Mar 24, 2018 · View creator page →

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Excellent demo, you have the basic pieces needed to expand into a full game!

Could use a sensitivity slider

While airborne, an enemy clipped into me, which then led to me noticing they were constantly damaging me.  I'd never have noticed if I didn't glance at the health bar, could use some visual feedback on when I'm hit, as well as generally just preventing creatures from clipping into each other since that loss of control is very bad

Performing attacks in midair are wonky.  I'd prefer for my attack commands to interrupt my glide instead of me manually canceling the glide to initiate the attack.  Also, while you probably made ranged attacks set velocity to zero, if I do that while falling it also means I briefly stop falling until gravity kicks in again

Love killing Illidan!

I hadn't actually realized the strife my "Export as Installer" option would have on Linux users (or itch.io app users in general).  Here is a zip file, though I won't update my official submission until after the jam is over just in case that causes some rules technicality.

https://www.dropbox.com/s/vkjnb9w9kyc0m1o/gmtk2020_submission.zip?dl=0

While I would love to be certain I won't bounce between money and gun stickers forever when I need something about humanity, I do legitimately think this is one of the most original games I've seen this year.  Very nice concept with just a few naggling mechanical issues.

An enjoyable little puzzler, I liked it a lot!

No it's absolutely the worst.  It made it in because reversing controls is relatively easy to implement, but even though I repeatedly buffed it to game-ending levels of dps, it still remains something I avoid.

But hey, my design document basically consisted of "let the player choose how absurd the mobility becomes", and Smooth Criminal exemplifies that to a very extreme degree.  I just couldn't refuse the incredible meme value.

Yeah, the art never really went past "engineering proof-of-concept" due to time constraints, but I'm still happy with how the mechanical side of the game came out.

Also fun fact, because the game was so engineer-focused, that naturally led to me having a bunch of numbers and boxes to toggle on for debugging.  At some point one of my friends toggled that on accidentally, said "wow I can see the code!", and immediately led me to featuring the debug mode as an upgrade!