Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

michaelLochlann

40
Posts
4
Following
A member registered May 10, 2022 · View creator page →

Creator of

Recent community posts

Thanks for playing and commenting!  Yeah, I agree with you, there needs to be a tutorial as the mechanics are pretty complicated.  

Game currently does not function due to missing files. If this is corrected during the jam please let me know so I can change the rating.

yeah, godot makes you post a .pck file for exes too because that has the assets.   next time maybe you can do the HTML export version - as that also encourages people to play for the game jam as they dont have to download anything.

Cute game, love that your kids worked on it.  Honestly more fun and better designed than a lot of the things I saw on this jam!

Some feedback for our burgeoning game developers:

- I think past level 7 or 8 it seemed like the enemies moved too fast for you to get there on time. I don't know if it's beatable past a certain point.

- You want your iconography to match what the player is supposed to do.  I died the first time because you associate smiley face with good things, so I thought he was a power-up.  

- Giving feedback in-game is good too.  It can be hard to tell you were damaged with just the heart meter, because the heart meter is at the top left. So when the player is doing something good or bad, it helps to let them know with a sound effect, or a visual effect like flickering them red.  Even shaking the health bar when you got hit, would show draw your attention to it.  

Hope you guys had fun.

None of the keys seem to be doing anything to the bird, but space works on the game over screen.  Any ideas?

Thanks for playing!  Yeah, it started out as chess with some extra stuff.  And you're right about the balance. I barely had time to playtest it because programming the systems kicked my ass.

(1 edit)

Finally, somebody who gets it.  A true sorcerer only needs one stat: INT - and one spell: the highest damage one that exists.  I'm so tired of these weak ass wizards who want to multi class or learn 20 spells and whine about not having enough MP to cast Ultima.  Posers, all of them.  And don't even get me started on those warrior clowns with their big stupid swords.

I gave this 5 stars on everything but "fun" which I put 4 on because....

- The staff felt a bit tedious, I think it's window for hit should be taller and maybe wider as if you miss it, you die and restart, and it can be a bit hard to tell if you are at the right height for your attack to land, especially when jumping.

- The changing of the enemy movement is a neat idea and adds a puzzle element, but it also felt slightly tedious after a while. Maybe just because it's tied to the staff and the staff is a bit hard to use.

- Dying in one shot feels bad for the character when you have to replay a lot of the level.  For a short game like this it's ok but I think a health bar or checkpoint system would be needed for a game with more levels.

I love the presentation here. It is very reminiscent of Megumin from Konosuba, if you haven't seen that show already, you should check it out (the original, not the spinoff lol).  It shows how the presentation can add just as much fun to the gameplay, sure killing stuff is fun, but it's twice as fun when there is a choir behind you and a tubular bell.

What I really liked - 

- exploring to get the power felt really good, getting the yellow pieces

- when you actually get the shot, it feels good and i like the idea of having to one-shot everything on screen as the win condition, I would just work on making it feel as fun and less like tedium as possible.  Like maybe switches instead of having to hit them with your staff.  Something less prone to missing, since it's a puzzle game, the difficulty is in the strategy, not in the mechanics, and when you combine both, it can be frustrating if you already solved the puzzle in your head but keep dying because you missed an attack.  I dunno. 

I think you've got a really fun concept that will appeal to a lot of people and could be a good streaming game if you nail the blend between the puzzle solving, fun and the concept of the all powerful wizard.  you are very close already, but I think some extra love and some extra levels and monsters/mechanics etc. will get you to a full game that could do well on Steam if priced right :)  You could take this concept and have different playable characters as well who "one-shot" in different ways or solve the same level in different ways.  

PS

That third level was a mutha trucka but i finally beat it.  I wish there was more of this, it was one of the few jam games I've played that i actually enjoyed.   Great job.

(2 edits)

Maybe you can edit the game page to add some instructions on how to do that?  I pressed every button but I saw no tablet or equipment screen.  I am probably just dumb though.  But I want your game to be successful so the more info you can give new players the better.

If you can add a bit more info on controls/how to play to the game page where I feel I got the pieces I was missing earlier, I will replay the game and update the score if it ends up being more enjoyable.  I want to give you a fair shake.  But only because it seems such a high level of effort was put in, I'm giving it a second chance, since communicating how to play the game to players is pretty important.  But I feel you on the rush.  Me too.

Everything about this game is hilarious and I love it.

...But the movement on this character....it looks funny, but uh....it's so hard to control it's almost unplayable.

I managed to beat it, but only because it was funny.

The game looks good.  However at least for me the wall jumping does not feel great with a keyboard, and since I had to keep doing that to get past the very first part, I ended up dropping this one pretty quickly.  I think the physics or timing around that needs to be adjusted a bit.  For an example to copy, Dead Cells (after a certain upgrade) and I think Super Meat Boy have good wall jumping mechanics.  Or Titanfall but that's 3D lol, but if you can make it feel as good as Titanfall you will have won.  

Thanks for sharing and good luck on the jam!

Clearly there was a high level of effort put into this.  I wanted to like it very much, but I ended up kind of frustrated...

- First off, there aren't instructions on buttons other than the prompt to press E.  Which increased the issues below...

- The beginning pistol feels kind of weak relative to how many enemies you have to fight off.  So the first level feels pretty bad.  It doesn't help that you have to keep clicking very fast to shoot things.  Maybe it's just my taste, but I feel like if you have to shoot constantly it would be better to let us hold it down, or maybe spawn fewer enemies on the first level so we can get to the first gun upgrade earlier.  But shooting the enemies with the pistol felt more like work than fun, and you have to clear at least the first level that way unless I'm missing something.  Sure it's the first gun, but killing enemies should still be fun with the first weapon - after all it's the first impression people will have of your game.  

- I was trying to find a way to spawn turrets with the nanites due to the above and the instruction manual and could not figure out how to do it. I thought it was a key issue.  Then I found you have to unlock it and it costs $70. I would make this a default ability and then give you a crappy turret and you could spend money to power it up.  Otherwise the nanite pods are spawning and you collect them, but you can't do anything with them and don't understand why.  Plus it would alleviate my pistol pain.

- I bought two pistols thinking I would dual wield but it still only shot one.  So I'm not sure what the point of letting you have two at once is.  

Maybe it's just me but I really tried for like 20 minutes to get into this and it never clicked.  But it looks great and I think you have some good systems there if you can tweak the balance or whatever.  Good luck on the game jam!

Pretty cute actually and a bit of creativity.   I like when you can just boot up the game and play it and it makes sense.  This game does a good job of teaching you the mechanics without hand holding.

I'll add this as well, though there is a tutorial, I didn't really get what the goal was or what I was supposed to be doing. It said to connect the houses to the factory but i didn't see a way to do that. I am probably just dumb though

(1 edit)

My dude (or dudette), for godot EXEs, you need to include the .pck file, that has the assets.  It is not running without it.  My advice, zip the whole Export folder and put that up here.  You can also export godot to web games by choosing that.  You will get a lot more views on it that way as downloading an EXE is a bit scary and also a PITA.

Also please double check your spelling and grammar on your game page etc.

Cool stuff:

- i like the atmosphere, it felt a bit more scary than the other horror games i have played on the jam.  I think it was the fog, but also the more realistic feeling of it being in a well drawn apartment complex making it feel immersive.

- the idea of looking on a tablet to check on things is a nice touch and good for a horror game

- the guy dancing in the camera was funny, but then i was like, i dunno if you want to be laughing at the thing you're supposed to be scared of.  i did like how he would disappear and you had to look up from your camera to see if he was there.  

- i liked the "I can see you" in blood.

- i like the idea of the apartment manager having to check the power. it's more realistic than most horror setups where the guy would have to be an idiot to go in. although obviously  once you saw the blood everywhere in the first room you would call the cops lol. maybe you can have something where its the 80s and they only have phone lines and they can't call wthen the power is out.

Some feedback:

- I was stuck the first time I played it and ran around like 10 minutes, because you are supposed to go to the power generator, but if you run through that gap in the fence to get there, the game tells you you aren't supposed to go there yet.  So then I turned around and ran around everywhere else. Eventually I restarted the game and confirmed exactly where I needed to go from the opening dialogue, and then just ran past the "I shouldn't go here message."  

- If there is going to be a lot of text with the speech bleep bleep bleep sound, it gets old after a while, so maybe keep that sound a little lower in the volume.

- if you're going to have a lot of story or dialogue, tweak the english, like your punctuation and spelling and such.  Most of the text I saw wasn't feeling polished, which is a trend i'm seeing with a lot of indie horror games.  It shouldn't be too hard to run your game text through a grammar checker with an office app or AI or whatever.   Even in the game jam description there is a lack of punctuation and spelling errors.  It gives things the appearance of low effort even if they really aren't, so I hope you can work on that some.

Thanks for playing and commenting!  I agree, it direly needs a tutorial. I had a hell of a time trying to explain all the mechanics in a text box. lol

It was funny.  

I had the opposite experience of steamrolling it...I built one turret at the beginning and then stocked up on power generators...I was rich :)  I think the game could use a bit of balancing.

This is the first game of this jam that I actually beat because it was proper fun the entire way through and didn't get boring midway.  I am rating everything fairly as I can and I gave you 5 stars on all 4 metrics.  You earned it.  The game is fun, it nails the theme, it's original (yes it's a RTS genre but, it's done very unique way) and the presentation is top notch. Everything looks and feels good.  The mechanics and tooltips were so well done that I didn't need a tutorial, but you made a tutorial anyway, and bonus points to you for that.  This should be a full game.  Add some more stuff to it and sell it for $5-10 bucks on steam.

If you were to make it a full game:
- more difficulty modes (it was a bit easy)

- more monster types (maybe with range or something)

- more building types, i had way too much power and nothing really to build. think of more risk reward situations, you should have to choose between generating more power with a risk OR being safe with a turret.  the game is sort of set up that way, but the balance right now, i was never in danger of running out of power. or maybe my strategy was just genius.  factorio is a good thing of something to look at where you have tons of different buildings researching different things and needing different resources. but dont make it that complicated because that hurts my head. lol.

- more upgrades/tweak upgrades (i never used the rock upgrade for the turret as i had so much power that building wires to them was trivial)

- add some blocking terrain, rivers, mountains, stuff like that

- bigger map with ability to move and zoom in and out, so you can expand bases

- story and objectives (think of starcraft missions, one mission might be to rebuild generators at a damaged base, and one mission might be to wipe out 5 nests, and one might be etc etc.)  and a little sauce with like, you're on this planet and your name is commander bigpants and you are trying to colonize this planet but you have to wipe out the alien bugs first etc etc.

Unrelated note but as a developer, my game was surprisingly similar to yours, but mine was units instead of buildings.  Maybe you'll dig it lol.  Mine is much uglier though and the explanation of mechanics is not nearly as good.  Again props to you on that.

Hey thanks for the comment!  This is the first game I've put in front of the public so I'm tickled that somebody thought it was fun!  It actually started out as "POWER CHESS" but then I changed it more in line with Disgaea et al since I decided chess was boring as a concept with 3 days left LOL

Thanks for playing!  You are absolutely right, I would love to add a lot of polish to it overall with the things like animation and moving to different squares.

Hey Thanks for playing!  This actually started out as "POWER CHESS" until I realized I wasn't excited about chess, then I turned it into a Tactics RPG (sort of) since I love those games.

Cool stuff

- Nice title screen and BGM. Logo is fire

- sound effects for buttons. nice polish and they sound cool too

- the assets for 3d look pretty good. there is something about the old playstation vibe that is creepy.

- camera movement feels good. and the fps seems high. i played another 3d game that frame dropped like a mother so this was refreshing lol

- nice level ambience.  i am hoping there is more horror to the game than "dark place" just starting out - i guess we will see - but i can tell there was alot of work put into the vibe. and that is often more trepidacious than a zombie jumping out or whatever. silent hill 2 was all vibes.

- the stamina bar is easy to use and seems tuned pretty well to a decent rate (but i would like it to reset even if shift is being held as having to micromanage the shift usage is i dunno, not fun. maybe that's just me thuogh]

- i like the idea of being a power guy, it fits into the horror because yo uwill be going out into the dark places and the woods as part of your job, you don't have to have a lost wife or whatever lol. it's also  alittle different, which, obviously inspired by the theme, but i would like more of that in horror, a different scenario, besides just SPOOKY CULT HOUSE O NO

- the post breaking on the 3rd level was nice, it's that sense of "surprise" that is often scariest, and i don't mean jumpscares but something unexpected that is threatening.

Dealbreakers

- i gotta say at least at the beginning i'm not feeling very scared. I think, if it's dark, it still feels too bright.  Like, the background is dark, and there is some fading out into the darkness, but it still feels everything is lit up pretty well.  THere is a reason games like to use flashlights and candles and stuff...rather than everything being lit similarly, having lie pockets of gradual light going into darkness, looks and feels a lot scarier i think.  i feel like over-relying on darkness or obscuring vision too much is a bit of a trope in horror games, but if you're gonna do it, it can be tweaked a bit. 

- the ending to the first section was a bit anticlimactic. i was suspenseful (only because i knew i was playing a horror game and something was probably going to happen) but then you just leave.  i'm all for building suspense (The Birds is my favorite horror] but you do need to have a threat hinted at or the player will just feel like there is nothing there to get them. if that makes sense? i'm not advocating for a monster to jump out ,but i dunno, something a bit more than owls and darkness.  it could even be something like text of the character saying "Something feels off here...but I can't place what it is" or something. Or more environmental, you can hear an animal scurrying in the bushes occasionally. i dunno.  (ok, on the 2nd level, it seems there is that sound. but then you leave again with nothing happening.  and play the level again. so i am starting to wonder when it's going to "get good" horror-wise so to speak. the level does have nice ambience and you are looking for something to come so there is that.]  the note in the 3rd level about "did you hear weird noises in the trees?" that is what i'm talking about. it's not a jump scare or a zombie jumping out that gives away the game, but it is threatening. but that doesn't occur until the 3rd level.  i would maybe start out with that.  so the player is looking out for something.  ]

- by the end of the 3rd level i was kinda bored and saying if nothing happens on the 4th level i'm gonna hang it up. i say this not to be mean but to highlight the issue with the pacing/level of suspense in a practical way.   but then the guy kind of came out of nowhere and killed me. he did scare me when he came out though. lol.  I don't want to replay the level again, so i'll quit here.


Nitpicks

- I say this on about every game but it really helps to have the controls listed in the info and on the game. For example, the title screen didn't show mouse cursor, so I used my keyboard to start the game, but then the level wants you to use your mouse to look around.  I guess these are default pc controls, but not everybody plays pc games all the time and you still want those new players to be able to jump in without confusion. As a guy who mostly plays console games I still have to clunk around for 2 minutes before I remember to try WASD.  Especially if the mouse is important, i would add a regular cursor for menus and maybe a small crosshair for the gameplay. all that being said thank you for telling me what buttons to read and exit menu in game. I would probably never try Q to exit the menu otherwise even htough i reckon it's a normal PC key for WASD layout.

- when you click off the game, the game still takes mouse movement for the cursor but not arrow keys.  maybe that is on itch side but it might not be a bad idea to build in a pause when the input is lost on the window.

- the classic leave a note telling everybody what's going on stuck on random places.  maybe it's iconic, maybe it's necessary for game design and to have story but also create loneliness, but i dunno, i'm a bit tired of seeing that sort of stuff in horror games as the notes in them often don't really fit that well or make that much sense why somebody would leave them.  but i guess it is what it is, i'd just consider brainstorming other options for future horror games just to break outside of the box a little.

Conclusion

I like that you went for a horror and the light pole was a unique idea.  It is a good setup for a horror because you have to look for it and then come back down into the forest hopin something isn't down there. I think the idea could be expanded with a bigger level, multiple poles to hook up, more ambience/sense of threat, etc.

i was also getting the sense that maybe gideon was a monster or you are in  a timeloop or something. dunno if that was the case, but that would be a cool twist if so.

You're clearly talented and have the start of something, and there is a lot going on for a game jam game so good job!  Thanks for sharing

Cool stuff:

- Intro. The introspective question stuff in games rarely ever leads to anything but it always makes you think about yourself at the outset and that is fun.

- I use godot too, good job :) it can be hard to use sometimes

- Art style is pretty neat, minimal but looks good and a bit unique

- First game i've encountered with a sound scape for the level, very immersive

- Other than the controls being a bit opaque (addressed below) I think you do a good job of teaching how to progress through level design.

Dealbreakers:

- the font makes it hard to read the "X" and "Z" button prompts on the top right so it took me a bit to figure out that was the attack. also the icons for the things aren't clear what they are. i can't tell if the left most button on the menu is actually a button, if it is, i can't tell what letter that is.  i think the issue is that the letter is the same color as the border so they blend together. if the letter for the button was blue it would pop and you could see it, though it's always a good idea to put a circle or something around it so it's clear that is a button press prompt

- not sure what the food does. it doesn't seem to health your health as i picked one up with -1 health and it didn't do anything.

- the music gets a bit discordant at parts near the end of the song. it can help to pick a scale and stick to those notes. also you want to generally use 3rds, and 6ths to harmonize and try to avoid minor 2nds, tritones, that sort of thing unless intentional

- maybe it's intentional, but the delay on the knife throw cooldown when it's your only attack doesn't feel so great

Nitpicks:

- I would like if people put instructions on controls in the game and on the web page.  Sure you can figure out but it's so easy to save the moment of confusion that is your first impression. With PC games you are never sure if you are supposed to use your mouse or the keyboard.

Good job making all these mechanics and assets for the game jam. Thanks for sharing!

yeah the thing with godot is it's very easy if you use the nodes exactly as they are set up, but if you want to do anything slightly different.  It just don't work.  like I wanted my button to have a frame texture for the border and also a background color and then a texture icon with text in the middle.  you know, basic UI button stuff.  but you can't do that with the texture stylebox OR the flat stylebox so i had to make a button for with a texture stylebox for the frame,  then inside, a texture for the icon, a label for the text on the button and then a colorrect to change the background color.   huge pain in the butt.  maybe i'm just a noob and don't know what i'm doing but in c# xaml in wpf it would take me like 3 minutes.  but i think if i posted this on the godot github page they would just give me a page of code to tell me how to do it instead of considering that it should be available out of the box lol.

I followed you guys so make sure you post your demo for your big game when it's ready :) good luck.  I think this should be polished off and released as a full game personally, but like a cheaper mobile/cozy game, not long, but I can see it as like a $5 2 hour long game.  I mean, it's better than most of the indie stuff on steam already lol

(1 edit)

OHHH when I saw cursor in the instruction I assumed mouse.  Maybe you can edit the instructions on the itch page with the keys so everybody knows.  Maybe I am just dumb. But some of these games are mouse, and some are keyboard.  I don't want anybody to miss out on your game.  I'll try playing it properly in a bit.

Cool Stuff:

- slick web page, and thank you for putting an elevator pitch at the top of the page so we know the appeal of the game before playing!!!!!!!!!!!!!!!!!!!!!!

- cute title

- the gameplay is straight fire cuz no cap for real. simple controls, easy to learn, fun to execute, yet hard to nail when playing the level

- the changes of level scenery and big monsters make the repeating idea feel more novel and seem to be paced pretty quickly

- i was surprised when dying to the bird the first time, but it was clearly telegraphed when i was looking for it, so that was cool.  it made you feel like a wary frog !

- the ui is very clean. you added sounds for your buttons?!?! i could barely get mine to display a border!!!!!!!!!

- escape to pause with a special pause screen. noice

- the frog getting bigger is yes very reminiscent of katamari, but it made me giggle there and it made me giggle here too, and i wasn't expecting it, so good job there

Nitpicks:

- it seems a bit too hard to dodge the Big Bad guys, like you have to be dodging exactly exactly when they attack, it is a bit frustrating, maybe extend the window for the dodges a tiny bit, i mean i beat dark souls for god's sakes!!  to compensate maybe you can add some additional smaller enemies that run on the ground or something and you can see to dodge, and you have to attack multiple times to kill.

- fine for a game jam, but as you think about making it into a bigger game for the future, some more mechanics besides jumping and eating may be necessary, or instead of the frame level, being able to move around a full tile map level like zelda-size would be really fun in this.  just jumping around the square may get old quickly - though i did stop at the 3rd level so maybe i am missing out on some cool stuff

This is my favorite thing of the jam so far out of 10 games, and only 1 really came close to it.  Great job mothafroggas

I'm probably dumb, but I don't get it. Perhaps some instructions on the page would help.

yep, everything is a learning experience and the more we make the more we grow :)

cool stuff:

- i like the instructions with icons on the title page.  it's always nice to get it in game and in a good presentation.

- the title screen also looks nice.

- it seems like you used godot? nice if so?

- i like the animations of the robot dying and stuff.

- the game over screen with the stats is nice

- the ui is clean though i didn't pay much attention to it at first or see what it meant

deal-breakers:

- there seems to be a lot of frame dropping every time you attack, and i'm on a rtx 3090 so i don't think it's my computer.  i'm not a frames guy but since it's the core mechanic and it also drops substantially...i'd see if you could tweak that somehow...

- it respawns you in the middle of the level where there are all the guys who killed you last time. need a safe respawn zone where the enemies don't go.?

- the core mechanic needs power, but as it runs out, it's not clear how to get it. you would think killing enemies would do it, but it seems that doesn't work.  maybe it is the boxes.  but i think it should be shown at the beginning what gives you power recharges more intuitively.  also, i didn't notice the bar on the back for a while. maybe make the back power bar glow a little brighter or something so it's more visible. it's the most important mechanic i think. i do like the Dead Space ness of it though :)

nitpicks:

- there doesn't seem to be any audio playing during the title screen, meaning adjusting the audio sliders would be kind of hard.

- space to jump doesn't work well with the arrow keys, because your right hand needs to be on the mouse to steer, and then you are having to use it for the arrow keys to steer while jumping, so you are changing positions.  space only works well with the WASD and even then it feels a bit weird/stretchy to me.  but i don't play a lot of pc games. since you aren't using right mouse button, maybe add that to jump so you can also use arrow keys if you want.


thanks for sharing!

I tried to play it, but the cursor seemed to just go towards the bottom right and not respond to my mouse. I couldn't get it to move over any of the palette paint splotches to do anything.  maybe it's a desktop vs web thing?  I'm on the web. there does not seem to be a way to full screen it other than f11, which doesn't actually full screen it and doesn't fix the issue. maybe it's just my setup?

I can't see what i'm commenting because the background is black and the text is black. i also can't see your game instructions whoops


Cool stuff:

- the beginning presentation is really high tier

- neat music

- it's  fun to control and the game mechanics are good. you taught them without text which is good.   i did get stuck at the beginning trying to figure out what to do but eventually i learned you can jump through the brown but not the green ceiling. i wonder if there is a more intuitive way to show that for beginner players, or maybe start off with the jumping mechanic only for about 10-20 seconds so they learn how to jump up reliably first.

- good use of a clear simple health bar and the blood to show when you are doing something wrong (jumping too far/falling).  this game feels like it was made by somebody who knows what they are doing, first one of the jam like that i've tried to be honest!a

- the mechanics are pretty unique, yes, it's jumping on platforms, but i have never jumped with these physics before and it's pretty fun. you can tell the parameters were fine tuned so it feels good

- good level design - it started off easy then got harder

Deal-breakers:

-it feels like failing should have a higher punishment. i fell like 3 screens and it only took 1 health off, and you have like a million health.  so if the mechanic is there, but it barely affects the tension and release of the artform, it's like it isn't there at all, if you know what i mean. It also seems like you gain health as you go up, so it worsens that effect. i am not sure what the gameplay point of 

- Obviously it's a game jam game, and the mechanic is good, but with only the one mechanic, i started to get bored after a few minutes especially when i got stuck on a harder section i had to redo.  i did want to finish this, but i was tired of jumping.  that may just be a me problem, but something to consider if it's turned into a full game.   it also might help if the levels were a bit wider so it was less restrictive, but then it would be harder to design with the verticality of it being the core mechanic also.  maybe have a section where you are supposed to change direction and go left or right or something so it's not constantly going up. for a larger game later on.  this was my favorite one so far though. good job!

Nitpicks:

- be aware not everybody uses QWUERTY keyboard (i'm on dvorak) so if the game doesn't use the "physical" key it can control weird.


Thanks for sharing. good luck on the JAM

Cool Stuff:

- it's very cool you made it dual language.

- a game where you don't kill stuff?  revolutionary!

Nitpicks:

- since the game didn't say anything about movement keys i was stuck at the beginning for a bit wondering why Z wasn't working.  Maybe I am just dumb, but adding the movement keys to the instructions wouldn't hurt just so we know we can move, because the beginning looks a bit like a visual novel screen.

-i know i'm a weirdo, but i'm on dvorak layout and the keys still use qwerty so it was a bit weird to control the Z and X.  some engines like Godot use the "real" key instead of the "projected key" i would recommend that for games by default.  not a big deal as won't affect most people

- i wasn't able to get out of the first room.  probably my fault.  not sure if it's control related or i'm just missing a part of the gameplay mechanics

Thanks for sharing!  

Notes:

- I got stuck on the first play through because the people I killed blocked in front and behind me. Punching, double punching and movement didn't seem to get me out.

- On my second playthrough, it seems like you can press up to jump.  The instructions didn't say that and since it was a wheelchair I guess I didn't think you could.  Even after that though, it felt a bit difficult to control to where I didn't want to continue.  But I am impatient.

- The music seems to be a bit experimental prog rock with the video game feel. I bet you would like the group Car Bomb.

Thanks for sharing!

Hi there

Cool stuff:

- made in godot. me too!  I love it about as much as I hate it. lol.  I also ended up using some Kenney stuff.

- i like the sound of the hover ship and the look of it, it feels very sci-fi and the sound effect was a little touch that went a long way towards selling the immersion.

- the game feels good to control and shoot. i like that you allowed arrow keys as i don't like using WASD

Deal-breakers:

- on first play i got stuck being unable to shoot things after a while.  the text appears to hint at power and resources, but i can't see the full text without shooting the sprites.  i will try and restart and see if i am supposed to use the resources to power the shooting...

Nitpicks:

- Your sprites are covering up the instruction text.  After playing a bit, it seems it's on purpose so you destroy objects, but it's a bit offputting at first.  It also may be my own personal taste but instruction text embedded in the game world feels a bit immersion breaking, but it's definitely a valid design choice.

Thanks for sharing!

Cool stuff:

- The idea

- Some technology used around getting into the browser from the game, which i didn't think you could do

Deal-breakers:

- I feel like I'm not seeing too much of original horror ideas here.  Whispering voices, sudden loud screaming, a bit of meta computer stuff.  help me in blood, etc.  While it did succeed at making it feel like a virus when the camera thing popped up, that was more of a I want to turn this off situation than a silent hill 2 i am enjoying being immersed in the scare situation.  i think maybe it needs to have a bit of a setting or start off a little more normal.  with horror if you play all your cards too soon it can just be offputting as you aren't immersed yet in the concept before it starts trying to "get you".  

- due to the nature of the concept, not too much gameplay.  i guess it raises the question of what is a game vs what is an interactive narrative.  as i'm fine with visual novels and such, this doesn't bother me

Nitpicks:

- A little more explanation for the game couldn't hurt.  i almost didn't run it because I'm wary of anything virus related...

- The text doesn't seem to pop up at the same time as the voice line it corresponds to.  Maybe pop the text ahead of time of the voice?

- Friends is misspelled in the text dialogue

Good luck in the game jam!

Hey there -

Cool stuff:

-the music is pretty cool

-i like the story you put in the project.  it is nice to have a background to the game.

Deal-breakers:

-because everything is green, it's hard to tell what is a projectile. i would make the projectiles red or stand out in some other way so i know to avoid them.  that is the first non nit picky thing i noticed lol

-it seems that even when i am shooting directly at an enemy, it's not registering sometimes.

-i am pretty dumb, but i also am not sure what all the numbers in the top left do or what the pickups are doing. Also the numbers over the red bar go over it instead of fitting in there, at least in windowed on 4k monitor.

-the you are about to die screen dimming is a bit too dark IMO, you can't see enough to do much.

-i may be just bad, but the first level seemed a bit too hard, so you die a lot before seeing the mechanics of the game. i tried about 10 times before giving up.  it can help to start a little easier to let people get the hang of it.  even dark souls does this at first!

Nit picks:

-the installer and the title of the exe have mis-spelled "Elimante"

-dvorak key layout mess up the WASD movement.  luckily the arrow keys still work so i can still play it.  very rare thing i know.

-i would like the character to face the direction he's moving rather than aiming towards, it feels a bit funny

-i would like restart to take you to the first level instead of the title but i guess it does show you the controls so that helps.

-it'd be nice to be able to click to start the game from title, since you are used to shooting with the mouse.

Thanks for sharing your game and i wish you luck on the JAM

(1 edit)

So even though it was a parody, this actually gave me feelings at the ending because I was enjoying myself and was sad it was going to be over.  I was pretty happy most of the time playing this, from the jokes to the wandering around wondering what surprises would be there - because the surprises here, unlike in even the AAA games, actually were entertaining and creative - to enjoying the visual art design and music choices.  The minimal battle/level design was well done, still managing to give you a sense of tension and excitement due to the high production/entertainment values.  I also enjoy that it was short, polished and fully realized.  So many indie game creators want to make the next Final Fantasy 16 and make some hot garbage instead. I would much rather play a 30 minute pixel art game that I enjoyed every moment of than a 60 hour WANNABE open world game that is devoid of anything fun or truly interesting.  In my experience with people it's always the ones who are self-aware that are the most intelligent and entertaining, and I think you have this quality of self-awareness which really shows in your work.  I came across this from Dunkey's video as did everyone else, probably, but I'd be interested to see what you came up with in the future.  One of the most magical moments I had in this shitty year.

I found this a pretty amusing roast of social media and how we have become so concerned with getting a +1 in a database on some computer in a basement to feel that we are actually being seen and have value to other human beings.  But one critique I have is that this story made my peepee smaller and I don't like that. Please fix it.