Really like the concept of moving by recoil, have yet to figure out how to kill those enemy balls efficiently.
Preposterous_productions
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Cool idea, but i quickly felt that leaving the loot room was a losing strategy, and ended up mainly staying there and going from left to right to get rid of incoming tourists. Maybe having more ghosts, or an easier way to interact with something far from the loot room would allow for other strategies to become dominant (or maybe i just missed something)
Very cool concept, and i think it's really cool that you added all those accessibility/language options, especially for a 1-week jam! I like the fact that i can aim to be both machine or human, but the fact that i only need to tip the scales a tiny bit in favour of one or the other makes it feel like my choices have less meaning?
Anyway, great job!
This is a really cool idea! The power-ups working for both players is a nice touch and opens up a lot of strategies. I think the cooldown for the shooting feels a bit abrupt at first, and playing with 3 spawn-points from the beginning makes it a bit hard to get used to the tactical side of things, so I'd probably ramp up the difficulty a bit more slowly if you flesh it out, but very well done overall!
Really fun game, i was a bit disappointed when i finished it 'cause i wanted to keep playing some more!
Definitely a concept worth pushing further, with more units, different wall types, etc., but for one week this is really nice!
One thing i would definitely add if you plan to expand it is a way to quickly switch units with hotkeys, having to click on a moving unit with the mouse was a bit frustrating a times.
Very cool idea, and very complete game considering you only had a week! The physics feel a bit mushy (I think that's a unity thing), which makes it a bit hard to get the cats to do what you want to solve the puzzles, and i would like some way to 'stretch' the neuralink to it's default length (it can be frustrating when the cats are too close after a jump), but overall, great job!
Fun idea, i like that the robot's movements depend on yours. However, i feel like the open area makes the copycat part a bit irrelevant in regards to player choice, and i ended up just going from box to box and killing robots if they got too close, without paying much attention to how my movements affect theirs. Maybe try for a more confined space and make the robots a bit more of a threat?
Thanks for playing, and for the feedback! Yes, the game definitely needs a tutorial, the learning curve is way to steep as is. The idea is that by imitating the behavior of the cells after taking control of them, you can get past the bacteriophages without them attacking you, but the game kinda throws you off the deep end and if you don't figure it out right away, frustration ensues :P
Cool idea, but as you say, very buggy for now, and the physics/controls feel quite mushy. Would like to see this in a more fleshed out version, the concept reminds me a bit of the old donkey kong countries where you could become and animal (Rhino, Frog, etc.).
Definitely worth working on it, but maybe don't rely too much on ChatGPT for the code 'cause this ended up quite buggy :P
It's a really cool idea, and great to see that your critter manages to make better and better jumps. However, the levels all feel a bit the same, and so after 1-2 of those the fun starts stalling (although the critter keeps getting better, you don't have those 'Oh, cool!' moments where you feel a sudden increase in skill from the critter). Maybe give it more actions to work on, and focus on learning one thing, then another, then combining them?
Really love the concept and would like to see this taken further, great job for a 1-week jam!
Yep, controls are definitely a bit too complex. Maybe if we introduced them one after the other it would be easier? (We would like to keep all of them to allow for more complex patterns down the line, but for this jam it was probably too ambitious). And yes, purple on purple was a very bad choice :P
Thanks for giving it another go!
Quite fun game! There are a couple bugs in the brawl sequence (e.g. people going behind the car, or sliding out of the lower border when hit), and hitboxes seems a bit janky, but the gameplay is sound.
The conversational bit with the officer is a really cool idea, but i had some problems trying to figure out fun answers that wouldn't get me into trouble, while the pre-defined answers made it pretty easy.
Would have loved to get more of a reaction when mentioning clones :P
This is quite a fun idea, but for now it still lacks the player agency to really bring it to life. It seems the player attacks body parts at random, and there is no way of knowing which parts the enemy will attack, so that takes away the interesting decisions that the game seems made for. Also, it seems really easy to win. If you could work on this to make a real battle of wits between the player and the AI it could be really fun!
Thanks a lot for the feedback!
Indeed, the combination of unusual controls and unusual mechanics make it quite difficult. Add to that the poor readability (especially of the first level) and you get the 'I don't know what's going on and now i'm dead' feeling that you've experienced.
We're thinking of a number of things to improve this (maybe add a playground level where you can get used to the controls?), but for now we've added a spoiler for level 1 in the description, if you wanna give it another go ;)