That would be really useful, indeed...
heckert
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Interesting puzzle/story platformer.
One thing though, since all other movement is by keyboard, there should be a keyboard button as well for moving the story forward when the "click now" hand appears.
In the first room at first it wasn't clear that the room's wider than the screen, so that might be visible more clearly...
I like the way for your resource gathering and that the garbage after some time sinks into the ground. It's a bit difficult to get where to click on the bottles though (or rather which part of the cursor is the trigger point).
And it seemed that when they start sinking they're not clickable anymore. This could need some extra feedback.
I liked that they got announced through their shadow.
After the big bag arrived the performance tanked quite a lot, though...
Q/E for switching between your units wasn't s obvious...
For some reason the BG music was scratchy on playback...
You mentioned the mechanics for spawning new enemies was broken... Otherwise it might be a good idea to recognize that all of them had been slain and call this the end of one battle and have a new one start...?
Oh! And that effect where you went in and out of her mind was amazing!!!! I need to learn how to do that.
From the technical side it's not that hard to do (the Turn-Based Strategy course for example has something similar when the view focuses on one unit while firing and then back to the player's perspective). The hard part is coming up with when and how to make use of such a thing...
Movement feels a bit floaty, but maybe intentionally so...
When all movement and other interaction is by keyboard, so should closing the dialogue popups too...
You might want to make sure a voice over only plays once at a time, at one point (don't remember where though) I could hit the key for interaction and it played multiple times each time I pressed the key...
I say it again and again, clicking all platforms for a download will not make itch.io convert a windows build magically for all other platforms.
Please provide a REAL Linux build for download! It's really not hard to provide one with Unity. Simply install the appropriate modules in the Hub, then switch platform from Windows to Linux, and hit "build".
I did not try "z" (or "y" if it's supposed to be a key on the lower left and depending on whether the game accounts for local layouts).
I tried it now, and indeed it works...
One thing to nerf the cloak would be perception for the enemies to detect if the player took up some item, so they might be on alert and have a higher chance to detect the player while still around?
Controller input doesn't work for me.
Since there doesn't seem to be a lose condition, this is actually an idle game (some ducks collide with the smiley on the catapult so all you need is wait for your score to climb)... Maybe only angry smileys (when the ball has been shot) should actually collide with the birds?
It would be nice if "trick shots" would be honored, like hitting multiple ducks with one shot, or hitting another duck with a smiley that was reflected by a first hit.
I was lucky that I got the shield very early. I think it's a really powerful item.
Level 7 had some interesting new enemies too.
One level (12 I think) I was sneaking past everyone with the cloak, only to be detected a few steps before the exit by a surprise attack (not wanting to spoil too much here). Next level I got only to the second room before being decloaked and suddenly I found myself in a perilous situation very quickly after two or three encounters decimated my health to the last bit (nice that there is some extra music for that), and before I could fully heal I got struck again to the last bit.
Eventually (some levels further) I got hit by one too many enemies before reaching the next room with health to collect.
As I had mentioned on Discord already, one major issue I see is that for some dialogue popups you do need to grab the mouse to click to confirm them. Like the first encounter when your cloak loses its effect.
Also, being able to move with the cursor keys as well would be nice.
And maybe some more (hidden) win conditions, for example when you collected more than 1000 coins?