Oh weird, I'll look into that bug. Yeah I agree there needs to be more feedback to the player and it definitely would have benefited from a tutorial so you could learn things like the enemy bot's range to outrun them ><
Thank you so much for the feedback!
Dewlent Designs
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This is such a fun concept and I love the visuals of the game! The sword to jump was a bit frustrating at times (maybe having a spacebar to jump control in the settings as an accessibility feature might help?) But seeing the grandpa ghost sigh in relief after each level made me smile! Great characterisation and attention to detail!
I love the concept! I did find it a bit difficult to know when the 'beats' of the game were. I suspect the heartbeat was supposed to visualise it? but because the waves were quite small and closely spaced it was hard to tell, and when I played to the music it felt too slow and like I was missing something? However I really want to see this game developed more and made into a full release!
Firstly, I love the stylization of the game and the vector art! Great job! While the controls are basic, I think the game would benefit from a 'proper' tutorial (even just to establish how to gather each type of resource). It was frustrating getting over 1k resources first go to be told I'd failed and the display indicated I only needed up to 25 of an item... I then read the GDD and while I get why, I wish the decision had been communicated in the demo to manage expectations, having said that it's a game that definitely has legs and with further polish could be really chill to play! And if I didn't feel cold before playing, I certainly do now rofl!
Fun concept! For your first game you did great! As others have said, try and centre the milk shots and consider using vectors (i.e. draw a line from mouse to cow and shoot bullets along it) rather than just straight up and down, it'll give a greater feeling of control for the player :) (alternatively just have the enemies move orthogonally only and give them a larger hitbox?)
Neat lil platformer! The theming is on point! Took me a sec to not associate space with jumping but with body swapping so I kept loosing biomass, but that's a player issue lol! One thing that threw me is the sprites aren't quite aligned when you change from facing left to right etc so the character appears to 'jump' across the screen a bit. The sound effects are on point though and the squelch is so gross (great choice!)
Love the take on the theme with this game!! Having it be first person also allowed for a really diegetic ammo display (literally watching your fingers fly off or reattach!) which is really smart.
The music did start to get annoying after a while, I know with SFX things like pitch shifting can help to reduce that although I'm not sure how well that'd work for this case.
The only other thing I'd suggest is having the floor a different colour to the walls / ceiling so its easier for players to quickly read the room layout and orient themselves (the terrain outlines are quite thin).
I love that you use verticality in your level design and overall think this is a genius game concept, well done!!!
I was playing the first part of the game, (where you have to gather 5 fish and 5 wisps), and whenever there would be a break in the fish's line of site they'd return to idle and regain all their health. This happened repeatedly and was really frustrating, would it be possible for the fish to remember their health between states? Otherwise I end up having to do 2x - 3x as much damage to kill them if I move around, rather than just stand still and take damage.
Love the opening twist though! Cant wait to see how this game develops!