i think it’s kind of clunky to have jump height tied to character velocity. made it really hard to platform
Autumn Chiu
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hi! so glad you enjoyed it :) yes, it is intentional that only one power-up triggers at a time, for balance reasons. i want to make a version where power-ups stack, but it would require me to re-scale and re-tune all the numbers.
a hint for strategy: you only get 2 extra moves per level, and each level multiplies the score by 11, so to be “sustainable” you either need more extra moves or a way to score more than 11x in 2-3 moves. just going 2x every move usually isn’t quite enough~
thanks for playing! if there’s enough interest, i’d love to turn this into a full game :DD
A cute, short game with a good vision behind it.
Stuff I liked:
- The character details were pretty good. A little bit off-the-shelf/generic, but they’re functional and effective.
- I liked the ending with a static image for the explosion rather than an animation. Whether it came from artistic vision or technical limitation, I think it’s an interesting experiment with time and space.
Feedback:
- Voice direction/emoting was iffy. The narrator sounded like a businessman on vacation, not the haunted sole survivor of the apocalypse. I understand that good voice acting is generally expensive, time-consuming, or both, which is why in this case, I actually think no voice acting at all would’ve been fine—I think I’d rather play a game with no voice acting than bad voice acting.
- Instead of walking over points to get narration, I think having interactable points would’ve been better. Some lines would get unexpectedly cut off if I was walking forward too quickly. Not a dealbreaker, but it does feel bad.
- The walking animation was… definitely something. Honestly I thought it was kind of endearing and funny, because I know how hard it is to get walk cycles right. Also not a dealbreaker, but I’d be remiss not to point it out.
Overall: the vision is good, some details with the execution could use ironing out. I’m not giving extensive feedback on the writing bc it’d be kind of long, but it’s worth a second pass if you have time. Not a bad experience overall!
I didn’t have a great experience with this game. Some notes:
- The game actually wouldn’t load on my computer at first, and I had an error message saying I was out of VRAM. I had to go into the config files and turn the game resolution quality down by hand to get it to run. (Saved > Config > Windows > GameUserSettings.ini, if you’re wondering.)
- While I understand the vision of having clunky controls to represent the wheelchair movement, I think the way it was implemented was not ideal. For one, only being able to look up and down doesn’t feel right, since even a wheelchair user can turn their head or move their eyes. A/D turning being reversed was counterintuitive, and holding both to move forward instead of W was VERY counterintuitive. I think that A/D for left/right turning, W for forward, and limited horizontal mouse look would have improved the game significantly.
- The voiceover was far too quiet and muffled; I could barely make it out and figure out what I was supposed to do, but it was a struggle. Subtitles might’ve helped.
- The feedback for when you’ve “accomplished” a task successfully is hard to read. The window was ok, but the bathroom and pills I had trouble understanding what was going on.
Cute game! The humor was pretty on point, and I think the world and quest design were well executed. I’m marking it down pretty severely because as far as I can tell, the game doesn’t have a proper ending; at some point you get dropped back into the temple, told to wait a bit, and nothing happens after that. If there’s more gameplay afterwards to reach an actual conclusion, I’ll change my rating accordingly, although if I have to ask what to do next, that doesn’t reflect well on the design.
If it’s supposed to be a joke ending, I think it’s poorly executed because there’s no hint to the player that this is, in fact, the ending. The game tutorializes at the very beginning that you’re not actually meant to stand in the temple and wait, there’s actual gameplay elsewhere for you to find; to put the player in the same situation but then not have gameplay elsewhere seems kind of like a rug pull. It’s a shame because I was enjoying the game up to that point, but I think the lack of an ending kind of kills it for me.
thanks for the feedback! my team chose to put their time and assets towards this version instead haha, i would’ve liked to have some sprites too… but glad you enjoyed!