This reminds me of the games you would find on the Nintendo DS Store back in the day. The puzzles were great and you did a good job with difficulty slowly ramping up. Good game!
Quatsch Games
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Ahh sorry to hear that. All the dudes will always try to stay close to you. "defend" mode dudes have a very short action radius, meaning they will always stay right by your side while "charge"-mode dudes are a bit more eager to fight, meaning they run further distances from you. But they too will return to you if you are too far away. If you feel like they are getting overrun, pull them away from the enemies by running away. Level 1 relies heavily on the "charge" mode dudes, as they do pack quite a punch, but they are pretty fragile. The healer is the round dude that spawns after wave 1. They always stay with you and if you lead them to wounded ally dudes, they will heal them.
I hope that helps!
I don't know whats more concerning - that you made this game or that I absolutely love it. Controls were difficult to figure out at first because modding the rat is a bit clunky but as soon as I knew what I was doing I was absorbed for a good hour or so. It really is the best game of this jam I played so far. Also really love the music. What is the name of the genre of the workshop theme?
Absolutely fantastic! The theme was incorperated really well and gameplay was fun. Some things were a bit difficult to grasp at first (e.g. how the momentum of the character carries over into the transformations) but I got the hang of it. The only gripe I have with this game is that the music becomes really annoying really fast, so thank you for letting me mute it haha.
I really like the art style and the level of detail of the facility is insane for a 3 week project. Kinda sad that you had to make all the passcodes the same at the last minute. It made exploring the level pretty trivial. Music was extremely quiet and the sound design was also pretty abcent. After respawning the game became unresponsive sometimes, so I had to restart from the beginning a few times.
I think if you improved on the clunkiness of the movement a bit (door smashing, ape climbing) I think this would be a really fun game to speedrun (in a "Mr. Krabs Overdoses On Ketamine"-kinda way).
Oh wow, thanks for the kind words! I tested around for a bit and you were right: The time bomb (and also the rocket) do sometimes totally screw you over! So I dug up the Unity project and searched through the code (which is a total mess by the way) and finally found the bug.
In the case of time bombs and rockets the game accidentally overwrote some visuals of the chest, which made it impossible to find material mismatches.I patched the game and it should be fixed now.
Thank you so much for the feedback!
Reminds me of Pikuniku! Gonna try it out after I drop this link here:
https://thenonsenseguy.itch.io/mimic-sleuth