Tenemos un sistema que te empuja hacia atras si intentas mover las dos piernas a la vez, es posible que ese sea el problema. Hemos visto que ha ocurrido algo similar con otros jugadores. Sentimos que tengas problemas con el juego!
Bones
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Al llegar a la parte que tengo que subir el toldo no puedo interactuar con nada. Supongo que es por tema de resolución y la parte que tengo que interactuar se queda fuera de pantalla. Fuera de eso, el arte parece muy chulo, la pena es que no puedo ver mas de la narrativa. Independientemente, felicidades por haberte trabajado y entregado el juego 💪
Idea muy original e implementación muy buena. No se si soy yo solo, pero veo mucha inspiración en Hotline Miami. Como única critica, no hay nada que te fuerce (o al menos que yo haya visto) ha usar el derrape, lo haces tu mas porque quieres. Por lo que veo, podrias ir normal durante todo el nivel.
Independientemente, felicidades por haber sacado un juego tan pulido! 💪
Me gusta el concepto aunque demasiado estresante al final jaja. Como feedback, habría hecho que los personajes no se teletransportasen a las habitaciones pero verles ir, así me daría un poco más de reacción y poder predecir su movimiento. También, los botones de las habitaciones podrían estar organizados como la casa, es decir, si la entrada está arriba a la derecha, que el botón también esté en esa posición de la lista. Independientemente, muy buen juego, felicidades!
Engaging Tower Defence
Very nice concept of a tower defence (TD) type game. Having to control the player and actually fight alongside your turrets creates an engaging dynamic where you have to be careful with your turret placement and your own life. This avoids the player being passive, specially during the early stages of a level, which many TD games fail.
The Gems/Elements gives more depth to just only killing enemies and making you think ahead to be prepared for the next round. A bit of an issue imo, is when several gems are active at the same time, making it a bit difficult to prepare and feels like RNG if you prepared correctly or not, however, I understand that might be the intention.
As feedback for the game, my main issue is the: UI. As a TD game, management is a key element the player has to tackle, therefore, the resources should be visible constantly without the need to enter an upgrade menu. Without this visible I found myself running around to each type of turret to see if I had enough resources to upgrade it. Also with the UI, at first I didn't notice I was receiving damage, I think that should be shown somehow either by a visual element or a more distinctive sound.
I also need a date ASAP for the Katana DLC. Btw I feel I've seen that katana somewhere before :thinking:
Very interesting to see those last minute changes that modify the experience completely!
The command prompts would've been a nice feature, adding a layer of complexity, but having the core mechanics for release has more priority as you say.
I'm curious, what was the hardest part of coding the second phase?
Really cool & well done game! Congrats!
The gameplay reminded me of Papers, Please and how you have to manage different procedures while being under pressure.
The whole atmosphere was done magnificently, with the retro vibe, the sounds and the music!
The only gripe I have with the game is the lack of something telling me I can interact with an object (which I guess is intentional with the "No hand holding", but would be a nice setting to have).