I'm glad you liked my game. And I'm also glad taking the time to implement a save system was useful!
HornedBird
Creator of
Recent community posts
I'm not one for horror games, but I toughed it out to the end. It probably took me a lot longer than needed to win, because I was waiting every time I went in a door to make sure the hallway was safe. Having to physically move objects was a little wonky. The pieces would get stuck on things and made it hard to get in a door, which was a problem when I'm trying to move fast. It might be better to abstract them into an inventory system, and put out invisible interaction spots to place things.
I think the overall length of the levels are fine, they just need to be shorter at the start. With fewer options, there's not enough strategy element to keep players entertained long enough. First level should be really short, then ramp up quickly with more options for players to fiddle with. It's a very solid tower game. I'm impressed you were able to pack so much gameplay in such a short time!
I loved Papers Please, so naturally I loved the atmosphere of your game as well. The transmission being slightly garbled before you completely focus on it was a nice touch. The controls for the radio frequency were a little confusing, you click the knob, but than simply move left or right instead of rotating it like I expected. Great game!
On the windows version but not the browser version none of the menu buttons except play worked, but then opening the menu from the started game lets all the button work for some strange reason. Not holding it against you; bugs can slip through on multiple platform releases, just letting you know.
It's a very fun game. The quick destruction and upgrades can make it pretty addicting. Very good job for a first game!
The controls felt responsive so jumping always worked as expected. Which is great because single block platformers live or die on whether their controls can work. A small bother to me is having to switch between keyboard and mouse for menu and game, it's better to stick to one control style. Overall a good game.
Thanks to high agility and defense I made it to 38 encounters before encountering a chimera with over 1,000 HP. I spent several minutes whittling its health down dodging every blow until it finally oneshot me with only two strikes left to go. The equipment bonuses are a little too random and not as tied to level as they should be. I had to pass a lot of equipment up in later levels because they can't match up to the +80 defense I already had. I was impressed with the amount of writing put into the game. Everything having tooltip descriptions was a nice touch!
Blowing myself in a huge explosion got a laugh out of me, it's a fun concept. I see the comments about how hard it is with keeping lives and health, and I'd say it probably would have been better to drop lives altogether. Accidently killing yourself trying out a new spell is part of the fun, and games that kill you in funny and unpredictable ways often have short resets.
As others have said, the UI is excellent. I can really appreciate the work that goes into making UIs good, especially in a such a short time frame. Graphics and the rest of the game is good, there's only a little to nitpick. The shadow of the hero confused me; it made me think I was moving side to side rather than up and down and I'd be punching aliens over the street while my shadow is on the sidewalk. It should be shrinking or growing rather than moving on the y axis.
Clever game! Thanks to dumb luck and just dumb I had to die twice on the snake stage before realized I was supposed to play as the snake and not the apples. I started trying to mash keys to move the apple and somehow unintentionally lined the snake up with the apple. The apple was right against a wall so the game over screen appeared. "Well I'm definitely supposed to control the apple", I wrongly thought. Not your fault, but maybe the first apple should be placed immediately in front of the snake to idiot proof it. I still enjoyed the game!
I managed to make it past the dryad with multiple thorny shields. The gears have potential for a lot of cool builds if the mechanic was a little bit stronger. For rushed projects with no time to balance it might be better to start from the opposite direction and make the make incredibly easy, especially when one of the main draws is seeing the fantastic character art.
After Lobotomy Corporation, I have longed to play another abnormality managing game. Deciding on methods to contain and dealing with the consequences is great, but I feel the choices and results are a little too vague. I would like it so further into investigation, we could gain more concrete info and get more specific actions to choose from rather than options like "Increase Surveillance". You got the writing style of a SCP entry down perfectly, and I like the old computer aesthetic. If any of these jam games have remasters/continuations, yours would be one of the first on my list to play!
The game was fun, I beat it with barely any health, and running out the timer rather than beating the boss. The art style was great and I like the little shaking when you defeated an enemy. The hurtboxes for the enemy seems to be misaligned from their collision. I could last half the game standing still surrounded by spawns unable to hurt me until ranged enemies appeared.