Thank you for this, I've not spent much time in VS type games so this is very helpful. I've actually thought about the laser or flamethrower being static, but due to the time limit I've had to rush the assets and content. and forgot about that possibility entirely
LilSova
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Rats, we are rats, we are the rats, we pray at night, we stalk at night, we are the rats, I am the giant rat that makes another ruse, let's see what [unintelligible] we can get ourself into.
Cool Easter egg.
Constantly spiraling around the skyscraper makes this a breeze, no chance for the sky poop to hit you
I wouldn't say simplified, more time and creativity constrained :p
In a perfect world we'd probably slow down the game a little and deepen the mechanics a tad bit, but the game is most likely to become abandoned for the foreseeable future
but even if the simplicity is somewhat accidental, thanks for the kind words and playing the game!
The twist was a very fun idea, however I felt like something was lacking. For a metroidvania it was very linear, while for a boss simulator it was not very boss-like with 2 pretty identical melee moves and a jump. Really this is one of those games that needed more time in the oven and more refinement to the formula to become good (like switching your alliegance every screen transition, and balancing not making one side too strong so that you can have an epic final battle, I'm imagining a small scale war where robots take over the ship, while the bugs reclaim it piece by piece)
Out of all the "you are the big bad evil guy" games I've played, this was the most enjoyable (I fell in love with the music, it fits perfecty). It was well paced and each ability unique. The only criticism is the lack of something that would show if an abilities cost exceeds your stored mana (maybe make that state yellow, and gray while recharging?), it sucked exhausting mana because you used an ability before looking at your mana number
that pilot AI is something else entirely, it moves and dodges like a pro. I just spawned everything at the start and it handled that easily for a few waves until it got encircled from all sides, thou while you've mastered the AI in 48hours, it still lacks some gameplay other than spawn enemy -> watch enemy get destroyed. I feel like being able to draw enemy paths as you spawn them would add to the fun value, but not sure about other things
it doesn't feel like anything I do has a big impact on anything. I can plant a tree and start a wildfire, destroy a few building at most with a tornado and selectively crush some houses with my hand. but the city grows so fast that none of those make much of a difference. You don't play as a god, only as a nuisance (which would be a good meta commentary on the state of religion in industrialized societies)
My team had the same idea as you, though our game requires you to help the "player" by taking charge of all of the games' systems instead of cheating in favour of the "player".
You've created a very fun spin of the same general idea, it's very neat, thou a little overwhelming at the start with all the buttons