Thanks for playing! Hold to shoot would definitely have been an improvement I think, it was absolutely a lot of clicking :)
PollyWave
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Thank you so much for taking the time to play our game!
we ran out time early because I (Connor) had a trip planned with my faience, I thought I could get more done than I could hahaha. Sounds and music would have helped for sure! in the last hour or so of testing we were talking about weather or not it should have been a hold to fire like the rapid fire, because the clicking is definitely a lot.
With the character walking, It is going faster on diags but it is being normalized - there's definitely some bug there, I'll have to look deeper into what's going on there. As for the speed I think it's because an hour before released I noticed I wasn't multiplying the move speed by delta... but since learnt that the function "move_and_slide" does the delta multiplication for you.
All great things I can learn from! Thanks for the feedback :D
- Connor
Like other have said the vibes on this are insane, music was vibey as hell! The story was actually pretty good but I for the like of me could get the timing on some of the jumps, finding the buttons and stuff was fun and some hidden well. Some might have blended a little TOO well but ! got there in the end!
Awesome stuff, very impressive.
Awesome game! Once I figured out I wasn't trying to fix the main battery recharger I got to work fixing those things on the sides! I love the little ghosts running away from you - the only thing I noticed was the music doesn't loop and just stops after a few minutes as I didn't die on my first run through :)
That cut scene at the beginning was great through! Who has two thumbs and is the only one who can fix this towns lights.... this guy!
This was a super cool game! I love the way the flashlight interacted with the blocks casting and the different levels of shadows.
I did find the step noise to be a bit loud and my brain couldn't wrap my head around up arrow not being jump when left and right arrows work normally, personally I'd swap "z" to be interact and "up arrow" to be jump.
Also I kept falling off cause I couldn't see the edge of the platform I was about to jump off and was miss timing my jumps almost every time, maybe add some more of that natural glow around the players feet :)
The art looked great though and I loved the flashlight tilt! Good job!
Thank you so much for playing, It is our first time. I (Connor, 27) have been building mobile apps and website stuff professionally for almost 9 years now and luckily I learned the Game Dev stuff wasn't a completely different world and I feel like that helped us a lot, because we could iterate more quickly than someone completely new to programming all together!
Yeah.... It is very hard. We made the mistake of building and testing all the main mechanics outside the main gameplay loop and then once I implemented the wave system and configured the values we couldn't beat it! So we spent the last 12 hours of dev time, both getting better at the game and trying to make it easier for people who haven't been playing the game for 12 hours, it was a very hard balance to find. Although we could now both beat it every time, I still think we didn't do a good enough job of scaling the waves, lessons learned for next time! :D
As for the energy we were trying to keep it mega simple, so enemies "suck the energy from you" and the glowstick gun cost energy to use, so if you run out energy the remaining monsters would get you and you've have no way to fight back. I'm not sure how well we got that message across, but again lessons for next time and thank you very much for playing!
Thanks for playing our game! Yeah I 100% agree with you about the health bars towards the end of our allotted time It crossed my mind but the game would absolutely be better and provide better user feedback with little health bars :D Music and SFX are my only regret for this one, I should have set time aside sooner to learn how that works.