Thanks for the feedback! All audio assets were taken from https://soundimage.org.
The levels were kept intentionally short for the demo to avoid needlessly spending time on them.
DOMO
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The main issues I had were total overkill of the screen-shake when using grenade launchers, and the feel that pellets disappear outside the screen most of the time. Also it's hard to know what gun you have without shooting it first - I think replacing the "new gun" with "<name of the gun>" would make it feel better. Also with certain guns it feels like your movement direction/speed influences bullet's speed - shooting straight when walking backwards have noticeably slower bullets.
Visuals and sound is pretty well done and does the job for setting the right "vibes" for the game. Overall I've had fun playing it - thanks for making this game!
Awesome game, had to bring out pen and paper and think out the optimal strategy, would play again.
It has a very polished feel to it, everything seems intentional and well thought - probably the best scope realization of the idea I've seen so far (I don't know if you had to cut anything out, but it doesn't feel like you did, so good job). The only issue I've found is that the "potions" for the side effects needs to be added in order, which means that you need to write stuff down if you've figured out "Donutello" before "Death".
Anyway, what medication can I take to get Donutello as side (or main) effect? :D
Nice game! I like the idea of fishing whales in the sky, because why not? :D
One design flaw I've noticed is that while going up, the platform is in the middle of the screen, and lower half becomes essentially useless - personally I would move it a bit lower so that there are more time to react and click on the whales. Also it's not very intuitive that you need to click whales, at first I thought that they need to get caught by my platforms, which was proven to be wrong :D
The game also lacks fast "replay/end current run" function - it takes a while to drop down, and you can't do anything while falling. I wasn't able to find any key which goes back to menu, so the fastest way to restart was to relaunch the game.
Congratulations finishing your first GameJam! I didn't really like randomized control keys - something like randomized jumping pattern would've worked better in my opinion. In the latter stages it was really annoying to go up the ramp as the cube would just get stuck, and the endzone trigger seems to be a bit small. Also the game has no audio, but you've marked that all audio was created by you?
Very cute game, I really like the atmosphere, and it feels very polished! It looked weird that the item pouch was not filling fully after stealing an item - it seemed like there is more things to steal, but I couldn't find any. Also, you can outrun the guards, which makes them way less scary.
Kudos to whoever had to sneeze for the sounds effect :D
Absolutely loving it! some visual representation of the field/force vector would be nice, as the charges seem to affect things globally. Also it seems thatyou can stack charges on a node indefnitely, but there are almost no difference past like +30 - maybe it would be worth adding a cap at some point, and multiclick/scroll to increase the charge would be nice too!
From content perspective, some moving targets, or denser/electrically charged asteroids with with their own forces would make the game more dynamic. It's also possible to put the nodes almost out of screen, and then the numbers are mostly culled away.
God I wouldn't wish to be a shepherd IRL after playing this top-of-the-line simulation :D Maybe making the sheep more predictable and having some gates at the entrance to prevent the already stored sheeps from running away would make it a bit mrore forgiving to the players.
Also each sheep being somehow visually (and maybe a bit mechanically) different would be a nice little touch, so you could shout "COME ON BECKY, GET BACK TO THE BARN" while getting that one sheep out of the corner :D
Haven't really experience any real loss of control, but lighting effects were pretty neat.
Few bugs I've found:
1. It is possible to get out of bounds when having "wall jump" ability (level bound walls shouldn't be tracked as jumpable walls)
2. Re-spawning when being out of bounds glitches you out inside the ground below spawndrop (when re-setting player's position and health, reset the velocity too);
3. When killing an enemy after being kicked you get stuck in the "knockback" phase until you get hit again (respawning doesn't fix it) - no idea how exactly you wrote the logic, but it should be tracked on player's script rather than enemy's, and have some back-up check.
Overall pretty fun game, map layout works pretty well.
Someone clearly has troubles with nightmares - those visuals are so nice! Music is also the right mix of chill and mysterious.
Using the mouse to catch and "repair" controls looks nice, but it feels a bit weird - catching them while simultaneously trying to avoid avoid enemies in game requires a lot of concentration and kind kicks you out of "the zone". Catching them with your character in-game would feel better in my opinion. Also, it might be WebGL shenanigans, but you have to drag them back very slowly or you'll get out of mouse grasp, which is annoying.