Thanks :) We are really proud of the characters.
mng-ff
Creator of
Recent community posts
Thanks for playing! We're glad you had fun. We thought about adding some friction to the recoil, but we ran out of time to experiment with it, and it was really useful for fast travelling through the base, so we decided to keep it in for that. We'd wanted to add a few more rooms past the broken machinery, but we ran out of time (there is more in the design doc that details what our plans were for it). We figured that a bit of atmospheric mystery would have to do given the time constraints.
Thanks for playing! The AI when the aliens collided was very light. We wanted to do more (ie: have the momentum from one spider pass on to the next or something). The large spiders in the mess hall were immune to the knockback. That was supposed to be an "oh crap" moment when players realized they had to kite them into the bad instead. That was indeed intentional.
I'm glad you enjoyed the design doc.
Thanks for playing! We're glad that you enjoyed it.
The costume changes were purely cosmetic. We had originally toyed with them being an achievement based unlock system, but we had to pare that down for the jam.
The gravity boots were used mostly in the fuel bay room so you didn't have to recoil into the green and die. They were also for QoL moving around the base (fast travel by shooting yourself down a corridor and then stopping outside the room you want to do next).