Felt a bit clunky but otherwise alright. The magnetic items sticking on the character as well as the animation work ispretty neat.
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Thanks for the review. There's two issues in this build with upgrades, mouse clicks don't go through the text labels so you need to click on the side, and upgrading the guest room straight up doesn't work, which is a bit of an issue even considering it's the least important room to upgrade. I've fixed these already, but can't upload until the end of voting.
The basic idea isn't bad, but it should be pushed further. The player needs indications, a way to deduce or guess what is going to break and what isn't. I think the easiest way to go from there is to think of puzzle mechanics, maybe something like minesweeper where each platform tells you how many adjacent ones are real. I don't know, the choice is yours. Other than that, the game itself is fine.
Yeah, the problem simply comes from how much power the upgrades give you versus how much health the enemies have. I had about 40 minutes to come up with the formula, so I didn't have time to come back and rebalance everything. Although spamming spacebar shouldn't work on 'Observant' and 'Airhead' guests. But since elites are also a bit sparse... Those are things I'll fix once the voting phase is over.
Thanks for the review!
Thanks for your comment.
It is indeed a bit overwhelming when you're just dropped right in the action, and while a tutorial was planned, I didn't quite have the time to implement it in the end. Also why the traits were added in the description of the game, instead of being directly explained in-game. (Although that one is fixed already, and will be deployed once the jam ends)
For a quick explanation, the goal is to spook all visitors. They're spooked once they start running really fast, it means their sanity (the blue bar) has run out. Elite guests are simply any guest with traits, they show up in the monitoring tab and are the important targets to look out for.
If they leave before you spook them, they escaped.
Really nice idea, the actual mechanic seemed a bit broken with them ignoring bombs and behaving a bit randomly. It's like trying to get a dog to listen, sometimes it does, sometimes not and you're trying to find out why.
Anyway, the level and card systems were a good addition, and the visuals were great. Good job!