I'm so glad it reminded you of portal!! that was our main insipiration :D
h_wky
Creator of
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This is Amazing for a 48 hour jam! You should be incredibly proud of what you've accomplished with this project.
What I liked:
- transitions were super cool
- music is banging
- the dialog cutscene is cute with the little mumbling voice
- i LOLed hard when i saw the results of my purchases
What could be improved in the future:
- Stars system
- More levels
Tell us what you think!
Known bugs:
- Player shooting animation sometimes will not play, dying and respawning fixes this problem.
- Dying on top of a pressure pad increases respawn time (for some reason????).
- Game Opens on wrong display.
- Manually reloading the weapon sometimes stops level music.
-Dying on pressure plate disables it's function (don't worry it won't impact the puzzles)
-Player sometimes get stuck in reload animation
Thank you for outlining our shortcomings, for most of these problems we simply ran out of time to try fix all of them, however we appreciate greatly that you took the time to try our game out to its fullest to discover these bugs. The green bar issue was due to our "test level" being introduced as part of the actual game, and the green bar was simply a placeholder for a hiding spot which accidentally made it to the final build of our game. The overlapping interaction prompts were quite annoying too I will admit, however I wish I could explain in words how much of a rush it was to make this game actually playable lol! The hell hole was an incredibly interesting concept where I got quite good at juggling the aggro of the monsters by weaving up and down the ladder and jumping off the ladder early to fly to the top of the closet hitbox to enter a hiding state from where I could fly over the enemy too. However due to balancing issues with the water consumption it was very hard to practice this level to that depth.
I'm very glad the atmosphere managed to come together and I'm really glad you took the time to report these bugs. Good luck on your entry!
The game does have quite a steep learning curve initially, which was due to having very little stat balancing time due to scheduling issues, and because of those issues we also ran out of time to add a pause mechanic which would have used the time stop feature to pause the game while the player was reading notes. Thank you for the review and good luck on your entry!
Thank you for such a detailed review,
We were actually inspired by the final station, as our game designer pitched this idea at our first meeting, I'm glad you were able to draw the parallel between the two! We wanted to opt out of having combat because we thought that many entries would be using combat as their main source of the "Last Stand" feeling, so to stand out we decided to completely omit combat. However early on in prototyping we had the idea of a gun with limited bullets however that was quickly overriden.
We didn't have time to introduce a pause mechanic (which we would have used to stop time while the player read notes) and we wanted to throw little notes around levels further teaching the player about the world and game mechanics, however due to scheduling issues we had to only focus on the core gameplay loop and make it playable!
Thank you for taking the time to play our game.
Shhh! We don't talk about the scrap! :), yeah we did run out of time for the scrap, it was meant to be for repairing the truck so you could use the services inside it (cooker, water etc.) but because of scheduling issues within our team we had very little programming time in the end, so we wanted to focus on completing the absolute necessities first! Glad you still enjoyed :)