Really enjoyed this! Some music would have been nice, but overall, the game was actually pretty fun!
Invade Tech Software
Creator of
Recent community posts
We haven't planned to share in a devlog or anything, but we have been thinking about starting a series where we do release how we make the simple games that we pump out.
If you're curious, we used Unity for the build. The stars and skulls were manually placed in as the scope of the game was to pump it out quickly, however the scripts attached to them simply moves them down at a set speed only when they're Y position is greater than the ground. Then when it's not greater than the ground it sets off a timer to then just reset the Y position, which automatically causes it to start moving down again, and randomly pick an X position.
We might include a video devlog of the next game we create, since you seem to be interested.
Thank you for the great response! So glad you enjoyed playing the game.
1. Yes you're right. That would actually be a great addition to the game.
2. We were debating on whether or not to make the spikes seem different so that the player could logically figure it out. We decided to go with making the fake spikes not able to have blood splat on them. That way the player can end up figuring out which ones are fake. But if they were serious about minimizing the time to complete the game, they would be able to memorize and know which spikes are fake by playing a few times. That way if a player got good at playing they'd essentially have an edge on things like that. That's another reason why we put secrets in the game. If players liked playing enough, they could explore and find optimal ways of getting higher scores. So we're glad you thought it was a little unfair, because that's the path we chose to take. It's always nice creating an environment that you think the player will react one way and then they tell you that they did. That's awesome and your feedback is incredibly valuable.
3. Yes you're right on this one too. Although some levels make use of both directions, it would probably be better to have the camera be a little more responsive so you could get a farther view in both directions depending on user input. Would seriously consider adding this type of feature to a sequel.
Thank you again for playing and leaving a comment! We're extremely happy that you got a kick out of it.
Very cool! The game has 20 levels and gets more difficult further in. We wanted to ease players in so they didn't feel too discouraged right off the bat. I'm sure if you got to the wall sliding levels it would be more ragey. That's where our beta tests showed increased levels of controller smashing. ;P
Loved being in your video! Thank you for taking the time to check us out!
Wow! Thank you for the review and the video! This game was kind of just throwing something together real quick to see if we could pull it off. However we think that this could be a very fun project to keep developing in the future.
Your Keter Class SCP is very creative and inspirational. Honestly we wish we had the ability to immortalize it in 3D modeling without making it look derp.
We have since moved forward with another project, but after that project, we may revisit this title and produce a little more. The door and the book were really easy to make since they didn't require animation... And considering the book was a free asset.
That was really cute! I think the audio at the Title screen doesn't work. It plays one note and then cuts out.
Unfortunately I already knew China has helped out other Communist countries in the past so if you were going for some sort of historically accurate version, it allowed me to get full firepower and reputation at the end.
But that was actually educationally fun. The personality shows in the writing and it made me kek a couple times. The music while playing the game was pretty good too.
I walked around the level. I didn't find any cherries anywhere. I didn't find any ghosts anywhere. The mini map doesn't have a marker on it for my location so I don't know where I am. But also the level I'm walking around in does not relate to what the mini map shows, so I can't even use that to navigate. I also didn't think I had stamina for sprinting , but I did. It would be nice to have a visual representation of my stamina, so I can use it better.
Glitch: if I have a weapon and stick to the wall, the weapon goes away. Also after like 2 or three wall jumps if I try to wall jump again i just go strait up the wall and can't remove myself from the wall. The second to last torch on the first level has the fire rendering behind the trees.
I couldn't get past the second level which is just the first level but darker. I could only find 4 out of 5 gems. And I used
The graphics are amazing and really well done. the guns are cool and quirky. The movement controls feel a little sluggish and heavy.
That was more fun than it looked like it was going to be in the video. The slowmotion effect was not only a really cool addition but it helps the game play from being too chaotic.
As necessary as it is to have the ship wrap around the screen it actually made playing more fun too cause I could just fling the ship as fast as I want and that added some depth to the feel of the game. It's kind of like in Markiplier's Doom Eternal video:
@38:40 He explains that if the game had just let HIM push the button it makes a world of difference. In the little gif you have of the game play it shows making smaller calculated movements to take out the enemy ships, but the fact that you let me, the player, play the way I want to by flinging the ship as fast as possible it allows me to have more fun. So big plus in my book on that mechanic.