Yooo! Thank you for playing the game! The camera sensitivity is definitely a bit low, I think we'll probably hotfix it at some point post jam!
MunchiMango
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Oh, thank you for playing! Yeah I do actually agree with these points, my original goal with the platforming was to incentivize switching between the stations at tight moments and allow some level of player creativity on how to handle certain situations but I definitely went a bit too overboard in a lot of courses. I am shocked about the length part though, while I do think the pacing while not having the double jump is definitely played out and boring, I think the game ends a little too quickly once you obtain the DnB station and especially the Ambient station. Thank you for the feedback, especially since you had a really sick game as well!
This one was really cool, I loved it so much. The lack of music really kills it though, if you added even some music from asset packs, the game would be instantly so much better. But overall, it was peak, I loved the aesthetic, it reminds me of Diddy Kong Racing and Mario Kart 64. I hope you continue this game.
This one was really cool. I love PS1 horror games like Resident Evil and Silent Hill and this really scratched that itch. The premise so far reminds me of Corpse Party and some Fatal Frame inspiration. I think the lack of save points makes this game sorta needlessly difficult though, and the enemies one shotting you is sorta boring. I think it was really short which was super disappointing because I wanted more though. For newcomers, y'all did a fantastic job and you should continue to develop this game further, you really got something here.
This game was very interesting. I thought the art was pretty cool (I liked the Rock in the carpet) and the game had an fascinating premise. However, it felt like it suffered from the curse of overambitious. I feel like this game would've been better if it tried to just be a walking simulator instead of just trying to add combat to the game which sorta felt shoehorned in and wasn't that fun. The story itself kinda feels like it just happens, the fact they were deaf people added nothing because there wasn't any sort of unique mechanic revolving around it or they didn't communicate in an interesting way (they just talked normally like they could hear each other). The motivations aren't exactly really well setup or anything like that and it's not really explained why they should go to the sister and how that'll help the issue with the invasion. I didn't really feel any attachment to any of the characters and the lack of end goal in the story is really apparent. I hope this message isn't too mean or anything like that, I hope you can continue this project (you did say it was a demo) and turn into something truly special. Good job on making this game though, it's a miracle that games get released and you managed to release one within a few weeks!
OH okay that sorta makes more sense, but I'm not sure how I was supposed to know that. Maybe if there was a bit more of an indicator for the Dock level? Also not being allowed to jump in the assault rifle weapon seems like a weird design choice that just kinda confuses me. There's just no real direction on where to go in-game which is a big issue imho. I'm not really sure what you mean by the main idea of the project, do you mean something like an immersive sim like Deus Ex? Admittedly, I feel the idea you had with the weapons could've been infinitely utilized much better as well. Maybe you could've had a giant enemy with a shield that you had to run behind using the strafing pistol? The AK could've been used to break down doors or something, or could've ricocheted off of the ground or something. The level design didn't really account for any of this either imho, there wasn't really any reason to swap from each weapon in combat, you could've had maybe some section where you were stuck in a corridor and couldn't take advantage of the mobility of the pistol so you needed the higher damage output of the ak. I just didn't feel the need to swap weapons (the only time you needed to was during the platforming segments which in my opinion, wasn't that fun to play and felt super shoehorned in as the movement didn't feel like it was designed for this sort of level design) and I just held down the LMB without any consequence or regard for anything. Like I said before, this is a pretty neat game and has cool visual direction but it just doesn't really feel like it did anything it was attempting to do and was really short. I think this project could've benefited from taking a quick step back and trying to just do one thing like focusing on the shooting aspect and switching between weapons instead of what we have here. Hopefully nothing of what I said sounds rude, I do genuinely hope you can turn this into a project that plays as good as it looks because that would be awesome. Good luck homie.
This one was definitely an interesting experience. It was pretty neat, especially for a solo dev. The visuals and animation was pretty good. The main menu was pretty sick. However, the camera snapping when you start sprinting made me feel physically ill. I think a better way to handle that in the future would be to tween the camera out to the sprinting camera position and it would work much better. Once I kinda got over that, I was pretty lost on the Port Doks stage. I shot all the targets like I assumed I was supposed to but it really didn't do anything. There were shut doors and I tried jumping around but I was just kinda lost. Maybe if there's some direction or indicator I missed, please be sure to let me know. The next stage I did was a bit more interesting, I liked the part where you had to shoot the enemies but the moment it got interesting it just kinda... ended? I feel like this project was apart of something a bit overambitious but got sorta shafted by the development time and other factors. It had all of these mechanics but nothing was really done with them and that was kinda disappointing. Like it doesn't really feel like it had a vision or any ideal gameplay mechanic in mind, nor did it tie to the theme. Although don't let my negativity get you down, I'm sure if you keep developing this game it could really get somewhere but the game at its current state really doesn't have much going for it atm.
This one was really cool to play. Loved the music, it went hard. I also love the incorporation of the theme of it taking place near the beach and you having to constantly drive the car. Although I do wish there was a bit more to the gameplay, like if the slipstream mechanic was utilized a bit more. Maybe for example you could have a giant truck ala Sonic Adventure 2 hunting you down and you have to use the slipstream mechanic at the right moment. Other than that, sick game. Another really cool solo jam game, great job developer.
Pretty cool game, especially for a solo developer. I think it's very visually appealing and the monster design is pretty silly looking (in a good way!) and is animated pretty well. I really dig the idea of using the keyboard to move and look around and shoot like it's a hybrid between house of the dead and typical FPS games. Music is also pretty chill as well. I think my only real issue with the game is that there's not much variety to it aside from the stages. You kinda do the same thing over and over again. Like for example, it would be pretty cool if there was different alien types that shot lasers at you as well or can force you to use different weapons via super armor (those would be nice too), or if there was some sort of round structure and a goal to work towards (Maybe I didn't play long enough but I don't think I saw anything like that.) Overall, very cool game and great job as a solo dev especially, but it could use some work in the gameplay area of things.
YOOOO Thank you so much! We've been at work at making the tutorials much more clear to understand, when we made those small little scribbles we were practically at the end of the late submission time 😅. Most of these are noted and actually fixed which I've already uploaded to the other platforms this game is on. Thank you so much for the feedback!