My partner and I were house-sitting and decided to try out a bunch of TTRPGs and other pen and paper games... Yours was an absolute winner. The responses were petty, unflinching and went further below the belt as the night went on, we had such a good time.
ragnarockerbunny
Creator of
Recent community posts
Immediate issue is the massive window size on the browser, on most laptop monitors are 768p and my desktop monitor is 900p and it fit on neither, had to pan over to it. Also ran into an error on first load, gave me "WebAssembly instantiation failed: CompileError: wasm validation error: at offset 44278344: data segment shorter than declared"
That all said, once I did get into the game, good choice of music, was functional and interesting, biggest issues I had were the bullets not following the reticule very accurately, lots of times where I put the reticule dead center and missed by a wide margin, could probably tighten that up. Otherwise, neat idea, well done on submitting, hope you had a blast making it!
This is exactly the kind of idea that fits great into a jam theme and plays well with its mechanics, but the browser build loads pretty slowly, which dragged the experience down a bit for me, and there were also big loading stutters when playing the downloaded version. Could also have really used a sprint button, but otherwise... This has promise. I'd even say that if you polished it up, it has the potential to be a decent spiritual sequel to Portal. Good work and congrats on finishing.
This was a humorous game, very Spore meets Wario-ware. Stuff like the transistor shooting could be more involved, could see that being turned into a cool version of Space Invaders and music could go a long way to making a more full game. Keeping the control scheme simple was a very smart move too. Great work on the entry!
I had an actual BLAST finishing this, and I cannot wait for more. Hopefully this isn't too much but I have a couple notes and suggestions:
I do think the text and textboxes don't mesh well with the art style? Also, Noob1's control scheme doesn't swap the save and restore menu (where A would be on a Nintendo controller, or how circle would select on Japanese Playstations). I'd really like a fully customizable control scheme in the full release.
Also, take a cue from NieR: Automata and have the lock-on be a chip that can be installed or removed! That'd add an awesome risk/reward mechanic.
EDIT: also I think being able to activate slide while dashing rather than while sprinting will make the move more useful. Perhaps it was just the version I played but the slide was for some reason really difficult to pull off?
Otherwise? Great. Seriously, I am so psyched for a full release, this might be the one indie game I'm more hyped for than any other.
I had accidentally left that machine in and had already uploaded! TBH I had no idea what to do with it, at some point I think I had the idea to use it as a screen clearer at the cost of some shield but at the 47th hour, it was not getting implemented XD I think what might have happened was the mouse was on screen, the mouse can also navigate the menu. Perhaps it would be cleaner if only the arrow keys move the menu? It is something to consider! Thank you for playing!
Interesting take on like, a pong style game. Would have been more interesting if there was something other than just the player to defend? The jam version saw me huddled in a corner and I was practically unkillable then. Or perhaps a snake-like system where collectables spawn on screen to encourage the player to move? Or enemies that knock the player around, or spike traps in the corners.
In any case, nicely done.