Hey, thanks for playing, and your feedback.
Haytham Nikolaidis
Creator of
Recent community posts
Hey, thanks for playing our game. We appreciate your feedback, I think being able to just hold the mouse down and having the gun shoot for you is a better mechanic, the nice thing about being able to click is then that fire rate is only dependent on the players fingers, but I guess we could have both. What do you think?
THAT. WAS. AWESOME! The production value of this game is amazing. How did you get the right in sixty seconds??????
Ok Jokes aside, the voice acting was amazing for the amount of time that there was. I played on MacOS and it was buttery smooth, (with a few strange shadow artefacts).
I enjoyed the forced perspective, although the audio would switch before the scene had loaded, so I would get a nice fore warning for any jump scare. Also the enemies always spawning in the same place in each room does kind of make the game play repetitive. It also makes getting the third scientist out a little difficult.
I think a simple fix to that is to randomise if they spawn or not in the room (every time the player enters). I know that makes it difficult to make sure that the player can get the radiation resistance they need, but I think that would add more variety to the game play.
Other then that, well done great game. I hope to make games like this one day.
I might be memeing by giving you a high rating, but I think the leave generation is super cool. Its really a fun effect. If you had slowed it down a bit, give it a full loop and given it a longer classical music back track, I would leave this on as a desktop companion. It really is just something pretty to stare at.
I enjoyed this game, It reminded me of the flash games of yore, just with less jank. Well done. The game was easy to pick up and fun to play. It did feel a little floaty at times. (Specially when the enemies "jump" on each other and fly into the sky.)
I got the wave 8 and I found the difficulty curve sort of tapered off. The first 3 waves are easier but then wave 4 and 5 seem to be just enough enemies to come at you and regularly enough to make it tricky to dodge them. After wave 5 though there are so many enemies they all start bunching up and the player can just mash attack and make short work of them. I think if the enemies were a little more spread out that would improve it.
I played on Mac and the game was buttery smooth, I didn't have audio, but I am not sure if that is a bug or not.
Well done that was a great game. I enjoyed it.
Wow, I enjoyed that game so much. The text from the radio (and character) goes a little quickly for me I wasn't always able to keep up. and by the time the enemies started spawning it was so frantic I was just ignoring it completely. I really enjoyed the idea, expanding ones base then needing to rush back to do up keep really makes it fun. I enjoy games that "force" a player to explore. The audio was fantastic it was just the perfect vide.
Controls are slow and clunky but perfect for the aesthetic. IMO. Apart from the text going a bit too quick for me, the only other critique I have is that the game was too short. I could have easily sunk and hour into trying to spread my "base" out as far as possible and find all the coffee I could see.
You also get extra points for having a working Mac download.
That was fun and interesting. I wasn't quite sure of what the point of the trek through the forest was. But I enjoyed it. I don't know if I cheesed the game somehow but it didn't look like the monsters could hurt the player? Just get in the way. It was lots of fun and I was able to make it out of the forest. The atmosphere is great by the time I got to the end my heart was still racing.
It took me a while to get going but once I got a hang of the touch controls it was tons of fun to play. I think it's a really cool twist on the Arkanoid/Break Out type games. (Personal favourite those.)
One thing I struggled with was the swipe up and swipe down, I was never quite sure of when I got it. and I think that's because the paddle "snaps" to the touch position.
Well done on creating a touch/mobile entry it's really good and I love the look. Great game.
This was a fun little experience, I think with a little more polish this could be a fun game. I also think that a way to "gain" time would be a good addition, maybe a truck is waiting to be loaded up and as the player brings trash the truck will wait a little longer. Something like that. Otherwise well done. It was a good little game.
That was a really well executed game. I really enjoyed it it was easy to understand, fun to play and had a good difficulty curve. Well done. The only thing I found confusing was that shooting consumed my fuel. I can see that tripping up a player like me, that only read the first of two sentences on the tutorial. I would have split them up, like: "Left click to shoot" in the first room and then "Shooting uses fuel" in the next room, to really spell it out to players. Once again. Great game!
I really enjoyed that! I did make the mistake of trying to play it on my Intel Macbook, and let's just say I have been to less enjoyable slide shows before. That being said I could play the first 2 levels and they were great. However, because of my computer's lack of performance, I did notice it looks like the amount the map rotates is based on how far the mouse moves between frames this meant in my case where I had long times between frames the map would whip around unexpectedly, I blame apple for that one though. You made a solid game.
This is a really impressive tech demo. It works surprisingly well. I have noticed a pattern in the other comments though (specifically for Android devices) about the jittery-ness. I think a simple solution to that would be to either do a rolling average of the samples as they are streamed from the device. This will bring the peaks and valleys closer together smoothing things out.
Overall I think this game has potential Im looking forward to what comes next.
Have you considered sending "events" back to the device, like making the phone vibrate if the player loses, or haptic feedback when the ball bumps a wall?
Well done, this is a really impressive prototype. I think the game has a lot of characters already and that the Rat can be a really cute character. I am interested to see what the relay part of the name is.
When I first read the description I thought that the puzzle/maze would be very simplistic, but it's amazing how complex those few simple rules make the game. I can't wait to see how these mechanics evolve as the game grows. Also for the LORE, does the rat get the cheese in the end or are they for ever chasing it into more complex mazes?