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Metemer

6
Posts
A member registered Jun 10, 2020

Recent community posts

Thanks for the feedback!

- I wanted to fix enemies spawning on your chest but didn't have time :(
- We also wanted font scaling, not just for the score display in the corner but also to display the score bigger in the game over screen.
- We had A and B for arm switching originally, but it made it difficult to hold the console, and your fingers had to move a lot between those buttons and the D-pad.
- No time for a tutorial, but there is a "How to play" menu! We also wanted to tune the beginning to be slow so you have time to figure out the inputs, but it's a bit too fast still. But by 3 tries, we found that most people got the hang of it.
- We used to have the hand slap anything it touches without additional input, but we found the game was cheesable as you could just spam the crank and the arm switching and you'd never die. The active slap forces you to actually aim and manage your time spent on enemies. The cat as a mechanic also wouldn't work if we didn't have a distinction between a slapping and a not slapping state, since now you can pet the cat, and can get penalized for slapping the cat.
- We also thought of adding a local leaderboard, but that's a big feature, you need a keyboard to enter your name and figure out how to read and write to the console's storage system, it's a game jam of its own.
- A level system could be interesting if there were more mechanics and enemy types, so you wouldn't always have to start "from the tutorial" and wait for it to ramp up, yeah.

There is no ending, the game stops ramping up after a minute or so. If you practice, you can definitely get good enough to play infinitely. The score counter will cap out at 9999, but it would probably take like 30 minutes to get there, and I don't think you should do that to yourself! :D

I'm really glad you like the game so much, thanks a lot! We learned a lot and we're proud of the result, I think! :D

I found this one fairly creative! Figuring out that we have to tilt the console to look around was something that took us way too long to figure out, and even when we did, it didn't feel great.
When trying to enter numbers, using the crank would make a lot of sense to cycle between the numbers, but this felt terrible because the numbers seemed randomized? It was unnecessarily hard to enter a phone number, and even once we did, we didn't get any new dialogue on the phone, so we gave up. :(
But I think the idea of using the accelerometer to look around is cool, just wish we figured it out sooner.

Good use of the crank, but the physics simulation seems to bring the console to a crawl, and I think the game would feel and play a lot better without the physics, unfortunately. But other than that, I found the puzzle mechanics and the general concept pretty clever!

This game is somehow more fun than it has any right to be, but I WILL give shit to everyone who doesn't use the crank, sorry.

I think this idea is good enough to be developed into a complete game, with just some tweaking to the up and down accelerations to make it a hint easier. Great gameplay concept, supported by polished visuals, good job.

BUT WHERE'S THE CRANK???

I didn't realize at first what the game is (I didn't realize the bars are "moving"), and I think it's a bit of a shame that really you're only using the left 1/5th of the screen during gameplay. I also don't entirely understand why the bars are moving in this slideshow manner rather than smoothly. However, it was very nice to see the crank being utilized! Good job! :)