I see, I wish you well!
Len Underbrink
Creator of
Recent community posts
This really is a well done and actually fun shooter, good job! I would love this to be combined with some kind of not evil story haha. The different mechanics (shooting, throwing, kicking) work really well together and you did a great job on the details aswell (like the enemies killing the hostages if you back out too long). And the katana...
This is a really interesting entry. The story is captivating and the design and audio is amazingly underlining the experince you are conveying. Really polished aswell.
Just some things I would consider: On the one side, the core game mechanic felt disconnected to the story you were telling. It sometimes felt like the story told though the tapes (really breathtaking!) was something completely different to the game played. It would have been nice if you introduced more elements which are part of that story (e.g. other obstacles instead of just construction sides). You could also consider changing the chess theme to something more fitting.
On the other side I was quite shoked by the ending. It was really sad and cruel to me to introduce the suicide of the main character so suddenly. For me personally, it would have been much deeper if you told a story of the father processing his sorrow and emotions and finding back to something like "inner peace". This would especially fit your heard-warming words in the end.
All in all a really special experience and also a special entry for a game jam. Please keep up your work and only take those thoughts as inspiration for the next experience you create. Mindfully dealing with mental issues in games is a hard challenge! Glad you dared to take it.
Thanks!
Yes, just in case you want another try: The mouse position is the direction you're shooting towards. The longer you hold down the left mouse button, the further the sphere will go when you release the button again.
With the right mouse button you can then detonate it, at best at the enemies position.
The sphere automatically targets enemies nearby, so there is a little bit of "auto aim".
We absolutely appreciate the feedback. Mutiple people already pointed out, that they did not really like the cross over of those two genres.
Actually tho, the opinions are quite 50/50 at the moment. We were of course also discussing this issue but ended up keeping the combat to make it more diverse. We made it a lot easier tho, in the beginning enemies used to spawn randomly in a time pattern. Now this only happens at certain events and not in the middle of a subpuzzle.
But again, thanks for pointing out your experience!
hey, thanks for the feedback. We got this suggestion a lot, so yes, we will definitely think about other methods to introduce such mechanics next time.
Do you have any idea what would have helped you to really understand them in addition to the easier levels in the beginning? We don't wanted to give an explanation through text as we thought it would destroy the atmosphere.
First of all, thank you very much for your amazing comment.
You can think of logical gates if you know about them. The middle node is an NOR, which means that the output is on when all inputs are off.
The two nodes at the sides are NOTs, they just invert the input.
We keep in mind to intoduce such mechanics a little bit more intuitively and understandable next time!
If you like to, maybe give it another try with the explanation aboth. There is a lot you did not even explore yet!