This was an interesting game, I didn't finish it but its got a lot of ideas and mechanics that work surprisingly well for a game jam. Good job!
mr. bubs
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That was really cool, I really liked chatting with the officer, I told him all kinds of stories. Told him I was checking in on my tenants and he was cool with that although he demanded to see tenant agreements. He also bought the alibi of digging through trash bins looking for some lunch. He didn't appreciate when I claimed to be an officer investigating a violent disturbance reported in the area and said he looked like the suspect and started questioning why he was there lol.
That was pretty good, I had trouble executing the platforming puzzle solutions but I like your use of the slimes mechanics to solve the puzzles and you have plenty of them to try, which is a plus in my book. I could often see the puzzle solution and I thought they were pretty clever even if I couldn't actually do it. Good job!
Thank you, I agree the proximity requirement for the mind control is quite annoying, I wish I cut that from the submission. There was supposed to be more around that in terms of gameplay and visuals to indicate where the boundary was. One of the functions I wanted to include, but couldn't, involved picking up and throwing the slug and the proximity thing was supposed to snap you back to the slugs perspective when you flew too far and that was going to be a puzzle solution. I had a few puzzle ideas involving the proximity mechanic/constraint and that's why its in the game but I neglected to take it out. I probably could have enhanced the experience much more if I had removed it especially since its one of the easier things to cut and not break everything else lol.
Thanks, originally there was but it was too much for myself to handle to implement the original premise in the time I had and I gave pretty much everything I had to get it out in this state. I had to make some hard decisions about what the bare minimum submission would be. Originally, there was the idea that you would try to achieve an objective and there would be obstacles that required you to think about what actions and context could get you past a barrier, the first would be the player controlling an NPC and throwing the player slug over a wall which was nearly in the submission but I had to cut it due to instability and being unable to resolve that instability in the time I had. The major lesson I learned in that respect was that I need to implement a good finite state machine to handle action behaviour. It was essential and something I should have properly implemented instead of trying to cut corners to save time because the instability from that decision caused a large chunk of my time to go to debugging those problems that arised from that, particularly as the number of NPCs rose and those problems became unavoidable.
Thanks for the feedback, you're right, the idea is definitely stronger then the execution, fine tuning the rates of energy loss and gain, and slightly changing the turn rate at lower speeds more would have made it a lot better but I ran out of time, changing your idea mid way through the jam is not recommended haha