Thanks for the feedback. Maybe I'll increase the acceleration stat for an updated version. It does have sound effects for jumping, deaths, pickups and level completion
lukestamper
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Nice idea turning the theme to fit a stealth game. It was fun having to sneak around without knowing exactly where to go and having to look out for that as well. Sometimes the camera angle made it hard to see where the guards and search lights were, so maybe some control over that would have been nice. Also, one of the grey building models didn't seem to have a hitbox , but it felt kind of cool when I found an escape route because of that. Overall, nice work!
Haha, some accidental theme adherence. Will definitely lower it in a post-jam version.
Thanks for playing and glad you enjoyed that, it was one of the most fun things in testing. At first I considered setting a limit on how many times they could grow but realised leaving it uncapped fit the theme and made it more exciting.
Fun and interesting idea, that lead to some cool game-play. I liked how you'd have to plan where your gun would fall, and how you could act as a shield for the scientists. Sometimes it seemed too hard in a frustrating way. If you scrambled to finish one level and then had to drop your gun immediately for the next one it felt a bit unfair. But overall, nice work!
Glad you enjoyed it! I'll definitely polish up things like that for a post-jam version (it's crazy the blind spots you can have without getting feedback), and potentially add some features I didn't have time for. Thanks, it was definitely a great learning experience. Just have done, I really enjoyed it, and left a comment with my thoughts.
Really polished and fun game, great job! I like how taking away control from TD resulted in a kind of frantic action game. The difficulty felt reasonable, even if it eventually got to a point where most enemies got completely obliterated, as that's part of the TD experience I think. Great visuals and audio as well; very impressive for the time scale.
The one issue (that others have already said) is the placement mechanic did feel a bit hollow. With no choice, and no reason not to press E as soon as possible, it may as well have been automatic. If you plan to develop it further, maybe you could add some other use for the resource, like upgrading your ship's speed or fire rate. That way there would be a quick choice to make about how to spend it.
If anyone's interested I made a slightly improved version with more helpful UI and slightly better control responsiveness. If you want a nicer experience of the same idea then I'd suggest playing that one. Obviously this version is the one relevant for GMTK game jam rating though. https://pixelpita.itch.io/dot-dot-dash-deluxe
Ah okay, my intention was that part of the challenge came from struggling to remember and execute the commands under the time pressure. That's also why I hid the game on pause, so it wasn't possible to plan ahead with the time stopped. But maybe it's a bit frustrating that way. Perhaps having the controls and game visible at once would still leave a challenge in looking for the right command quickly enough.