This game says a lot about society
5/5
Once you get used to the controls, zipping around is pretty fun! Being able to control the stack with the grappling hook is also very useful. Too bad there is no "Game Over" when you get yourself stuck between blocks except for reloading the page. Maybe spreading fire from below as well could incentivize the player to push upwards and plan ahead?
These are almost Portal levels of puzzle design, with puzzles that you have to stop and think, work out a solution, and then implement it. The implementation is smooth and doesn't get in the way of solving the puzzles. With a few more puzzle mechanics, I could definitely see a 3-5h game come form this!
This is so well made! The encounters were fun, the level and environment design was great, and the enemies were challenging. I died a few times, but kept at it until the end (I think? The game just closed when I got into the elevator).
Maybe to start a discussion about the health=ammo mechanic: I liked that the game forces you to make decisions about spending health to kill an enemy. For example in the last chamber before the end (crash?) many enemies would drop their health packs into the pit, which is why I decided to avoid them. Avoiding instead of killing is a risk the player has to take to save resources. I disliked that I died twice due to not paying attention to the health meter and killing myself. There is a warning sound, but in the heat of battle it is easy to miss. Maybe some mechanical changes could make it more visible, such that you can "feel" the health getting lower, for example the gun firing slower/faster.
This game is a great basis for experimentation on the mechanics, so kudos for getting it right!
This already feels very polished, with good enemy and weapons variety, fitting sound effects, and a nice retro pre-rendered 3D sprites aesthetic, great job! The level design was also really well done, keycard based progression felt right for this style of game and made the maps flow well. The levels also felt distinct from each other and made sense internally. Add some music to this, and this game could hold its own against some retro shooters!
My only complaint would be that mouse acceleration seemed to be activated? I usually prefer no acceleration for more accurate snap aiming. Maybe it was just my browser though ;)
This game has a really good atmosphere! The sound design is fantastic, and watching pirates get wrecked through your windows is awesome. The gravity stuff works well, and the ship is still easy to navigate. The way you can pull fuses and throw them back in is a really nice animation. I like how you simulate the full space ship, with all the systems being interlocked. I think what is still missing is an in-game tutorial to learn how the systems work and how you can influence it. I had the problem that I didn't know which of my actions changed anything. I put in all the fuses, but that didn't seem to do anything? The systems all seemed to draw the same amount of power. Maybe some better feedback on what the player is doing might help. Great work overall though!
These are some great suggestions! I tweaked the difficulty by reducing the damage taken and the amount of health you recover to make it a little easier for the jam, as I did not have a lot of time for play testing.
I was also thinking of some wall climbing mechanic to allow the player to traverse between street level and roof level, I'd love to test it out in the future. Then, replacing the fly with a glide is a good idea!
Grabbing a body would be awesome, maybe as an alternative attack which makes the player vulnerable but is great for stealth kills and regaining health on lone enemies.
Thank you for the feedback, I really appreciate it!
This is almost a full game! Big props for how much was accomplished here. Your tutorial was very good for getting accustomed to the gameplay elements, and the RTS aspect functions well, even though some quality-of-life features for faster RTS controls would be nice. I really liked "collecting" all the soldiers in the first level to unleash hell on some aliens lol.
I agree with Bamimoth, the idea might sound ludicrous, but the input hurdle actually makes it pretty tense. The most frustrating thing is the turning, but I think this is mainly due to having to type such a long command. I think if this was playing in a grid-like world where you can only turn 90 degrees (or maybe even a hex-world?), it may become easier to maneuver. There is definitely something here :)
This reminded me of Prey's zero gravity parts, the atmosphere and sound design are really great! The visuals of the environments are also nice to look at, and the reload mechanic gives you the feeling of scrambling for shells, especially if there are more than two enemies. I wish it was a bit longer, I enjoyed my time with this :)
Good work!
This was great! The enemies were varied, keeping the arenas interesting, and the two weapons were both useful throughout. Weapon feedback felt great too. Some instructions at the start of the level would have been nice, I played the first few levels with just the pistol and no understanding of the air controls. Once I figured that out though, the last two levels that require air control felt great to play. I think that in the last level, your movement controller really shined, since you can use air control and speed to your advantage. Earlier levels felt a bit cramped, especially since changing directions feels sluggish. With a bit more snappy movement, the turrets and skulls would probably be easier to dodge.
Overall, great work! Compliments on the art style as well, of course :)
Wasn't really sure what my objective was at the beginning, but once I figured out that time counted up normally when using bullet time, it became a game of trying to use bullet time as much as possible while still avoiding getting hit. Got a high score of 220 seconds, which I was pretty proud of lol. I think there might be a fun mechanic somewhere in there. Keep at it ;)
Loved the voice over! Interesting concept, although the implementation could have been better in giving feedback to what the character is doing. When it came to punching the box, I had no idea which button I had to press, so I simply pressed all the buttons on my keyboard in the hopes that something would make a sound. After a few tries I was suddenly at the end of the level, without ever figuring out what the actual punch button was. Some instructions and additional sounds would have really helped!