Really fun game, I liked the feeling and the mechanics, the enemies are fun too : a little scary and cute in the same time ^^
Nerokota
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I love playing your game, the concept is so cool, I don't speak english well, so the text part was a bit long for me but well, the gameplay was fun and the art beautiful. That's cool that we can run, because at first I have not realise that, and the walk was a bit slow, but I understand that it can enhance the atmosphere. ^^
Congratulation for your first gam! It works and the atmosphere is indeed cosy, and I like the art style. All of it makes me thing about my childhood games, it's cute.
If I had a suggestion for later that could significantly improve the overall game, it would be regarding the UI. It's important to feel that it is an integral part of the game, and it helps to better immerse oneself in the atmosphere.
A very cool and chill experience; the dialogues are fun and interesting, and I surprised myself reading until the end and wanting to know more. The character designs are expressive and lovable, and the backgrounds are cute, making me eager to see more. In terms of gameplay, I feel there's already plenty to do with the available drinks and it's fun to discover all those. However, personally, I believe that switching between E and A isn't necessary, and having a single interaction button could provide a better feel. Anyway, great game!
First off, the music is lit, where does it come from? Also the items and people names are funny and contribute to the mood.
The concept is really interesting, we tried really hard to win but never did better than 40%...
Maybe it's us, but we think it's a bit too hard. Maybe time should pass slower, or people could be attracted from farther by their favorite things, to make the game more forgiving.
You probably didn't have time for that, but a complete tutorial and some visual feedback (when we sleep for example) are lacking. It took us ages to get that people only chase the items if they are on their path.
In conclusion, this is a really cool and original idea and could become an awesome game we would gladly play again.
As someone who loves hotline miami, this was quite cool to play. You nailed the satisfying part of punching someones' head off, the movement feels just right and the art is quite good and clear.
I have a lot of things to say about it, but to be honest this is mainly because i liked it enough to play for more than half an hour.
I think it could be fine to use life as a cost for abilities, but you would have to make it very clear how much life we have left and what we can use without dying.
Also, the fact that we can only hurt ennemies from the back when full HP coupled with the seemingly perfect tracking of ennemy AI means that being full HP in a fight makes you basically useless until you get hit.
For example the first 3 ennemies, either i wanna be able to dash behind them and attack quickly from behind, or i want to be able to punch them from the front, but right now it just feels like punching and dodging randomly until they somehow die...
The katana ennemies also feel like rng, maybe they could have some opening when we evade their charge, because right now the best strategy i found is spamming attack and praying, or a well timed smoke but the timing is awfully tight.
One thing that adds to their difficulty is the static camera. One of the big strength of hotline miami is how much it lets you plan ahead and observe before everything goes to shit, meanwhile in this game it felt like i had to memorize every timing by heart to survive off screen ennemies charging at me.
Ennemy placement seems to force a bit too much head on engagements, once again emphasizing the other problems.
Now i wanna talk about some more minor stuff, just in case some flew under your radar. The invisibility ability feels like it's supposed to be a panick button, but the high cost means you can only use it when everything is still fine (or is it just a "skip part of the level" button?).
When climbing the ladder i get stuck for like one second, and every time it's enough to get me killed so i couldn't see what was over there.
Sometimes ennemies don't aggro, seems to mainly happen to the flashlight guy in the top right corner.
I don't know if this is because of the i mentionned above or if he has too much health, but i didn't manage to kill the shotgun guy after tens of tries.
The crossbow ennemies deserve to have some kind of visual indication when they fire, would make big fights more easy to keep track of.
The shadow mechanic seems promising, maybe it could affect movement speed, attack power, or just buff abilities.
Also, it could be interesting to throw bodies like weapons in hotline, but maybe this would ruin the melee only vampire experience idk.
Overall this was enjoyable, and really damn impressive for a 50h game, but my experience has been held back by all those things. I'm sure a lot of it just comes down to a lack of time, but i hope at least one of my comments was useful to you.
-Mathieu
First off, this is a fun reference and honestly seems quite good at capturing the doom feelings in 2D. The fact that you have a weapon switching system really emphasizes this, even if i'm not skilled enough to use it effectively.
However, there's a few things that bugs me, mainly the crystal we have to protect. It isn't necessarly a problem, but the endless stream of zombies attacking it are... There's this nice map with bumpers and cackodemons flying in the sky, and the player isn't allowed to go enjoy them because as soon as we leave the crystal, zombies start damaging it.
Not as important but the limitation on the shotgun's range seems a bit extreme, as is the dezoom of the camera when jumping (this is still an awesome idea, just needs to be tuned down a little in my opinion).
Overall this is a nice game, it feels really cool killing demons while jumping accross the map!
This kind of gameplay isn't my cup of tea, but it feels like this is quite complete (multiple small puzzles, progression towards a long term goal that we end up achieving).
The main issue i have with it is that the door has nothing to indicate it can be used, i almost thought there was nothing more to do when i finished the painting.
There is already a lot for such a short game jam, but it feels like having optionnal tasks could improve the experience a lot.
Finally, the slow movement is totally accurate to real depression, so good job on that ^^
Very funny idea, would love to see the narrative situations you will come up with.
To me, the gameplay is quite unexpected but i think it would fit the concept, there's possibility for a lot of funny dialogues.
The gameplay itself is quite simple but it works. The art style is funny and deserves to be expanded on.
Keep it up, we'll watch out for future updates.
This is honestly one of our favorite entries for this jam.
we like the gameplay, it feels like it has a lot of potential depth.
And the art is perfect too.
Our only real problem with it, is the fixed camera.
Maybe, i'm wrong, but i think the urgency would still be present with a free camera thanks to The Darkness on the left, and maybe this would allow the scavenging to be even more enjoyable.
Right now the player isn't rewarded for going fast because we cant see what's ahead and it feels like this goes against the rule that we can't fool around because we're chased.
This is a very nice game, it really hits my sweet spot for athmospheric games with a lot of tension.
The reload mechanic is how it needs to be, makes me wonder if it would work well with a revolver too.
I only have two things to add: the ennemies floating above ground are a bit too hard to see coming, maybe the levels need more small plants, and the audio could be more useful, it would be nice to hear ennemies coming.
I would love to see this expanded on!
I'm usually a scaredy-cat, but thanks to the pokemon-like graphics i loved playing this game haha
The music is so cool and the gameplay is simple and efficient. For me it's perfect, i hope to see more later.
-Stéphanie
I don't have a lot to add to that, but i want to say that teleporting the ghost when buttons are pressed was a great way to stop the game from getting "stalematy", and that it would be cool to see more levels in the future.
-Mathieu
Beautiful graphics, they are well done and fit the concept in a very cute way.
Also, the concept is super cool! I really like when an RTS puts the player in the middle of the action, like Mount and Blade for example
Maybe this was planned, but we would have liked to be able to control units by clicking on the mini-map, because without it we didn't really feel in control.
Also it feels like the units would benefit from a greater aggro range, they're not really good at guarding the bed otherwise.