I honestly enjoyed this a lot. the game reminded me of how Mouthwashing plays out but i enjoy that format a lot. The ending sequence was great, and i enjoyed how the ship looked visually. good game, nice story
Frozen Hawk
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i think the game is solid in its current state as a platformer, but i think that what would really help the game out would be solid level backgrounds and design, because as it stands it was pretty confusing to navigate a grey terrain and i couldn't really tell if i was making progress or not. and i think it would be pretty neat that if every ingredient you collect visually changed what the bread looked like. But overall i think it was pretty decent
The story premise was interesting, the art is pretty good , but i feel like the puzzle for getting the key could be hinted at more visually because it felt like i interacted with the poster multiple times after interacting with the door and it only randomly hinted the key in the window. but i think the game has potential if it was fleshed out
Thanks for Playing the game!
if the time allowed i would of tried to make the environment more visually distinct but we just kind of relied on a tile set i made, and there probably needs to have more indication for pits in the floor design besides just a black gap but it works well enough for what we had.
i wanted to try and make the game be a self guiding indicator with the player having to figure out what to do but i think it kind of fell short due to the limited time we had left after coding all the mechanics, the boss and then the bugfixes. having clarity for the levels would really help it feel better to play.
and for the story something i really wanted to do is make the facility feel more abandoned with some side rooms to really make the player wonder what's going on in the place and who the boss really was, but alas, Time
glad you enjoyed it nonetheless
Thanks for playing the game!
For the abilities i wanted to have a sort of indicator flash up to how to use it and then revolve the level design on figuring out how it works (i.e. the cracked wall and the enemies behind it, to show the player it can kill enemies). but we had to focus on finishing the gameplay before polish
leading to a bit of weird bugs, but nothing game breaking at the very least
But yeah i agree with how the boss fight feels, due to making it within the last day we didn't really get to balance him out. because we were planning on some special effects to help indicate his attacks more clearly. as well as some sort of recharging shield if the fight was too difficult (kind of like holy mantle from Isaac), and the abilities to have more of a impact on the fight itself but we just kind of ran out of time.
and if time allowed i was gonna try and add some worldbuilding to the area because the game itself is inspired mostly of Hyper Light Drifter and Nuclear Throne. because i love the sort of desolate apocalyptic worlds where you have to interpret the story from the gameplay. but we mostly focused on it working first
Glad you enjoyed it!