Wouldn't the name rogue apple make more sense, since bad apple is literally the name of a meme song.
Regardless it was a really fun game.
Really great on the change of pace from dice rolling games.
A tutorial or at least a pause button would be helpful , since the game started faaar too quick , and due to the lack of feedback I legit thought the title screen was loading..... (I know I was dumb).
I think this game could have benefited from being a 2d game rather a 3d one . Since practically valuable thing could be replicated in 2d with ease, and then the team could have focused more on the art.
Hey sorry for the late reply.
Yea we had some issues regarding the car controls, we weren't able to test due to lacking in time tbh.
The way we are following the theme is the idiomatic approach of the theme that is, risk taking. The way in our game that we take risk is that, by placing traps you could also fall for the traps so you are risking falling into the traps yourself by placing the traps. Hence you risk whether placing the traps would hinder the enemy enough or would you just fall into it.
Hence following the theme.
Thanks for playing the game
Great concept , but i would have preferred a bit more of the puzzle blocks . Not gonna lie it felt like a puzzle due to low amount of sets of rooms that u were using to generating. Also I would suggest to add something a difficulty meter (hidden) , that would bombard newbies to hard rooms and the inverse (hence making the high score depend on a decent amount of luck)
Well it might be a brain fart on the first part for me , that the way colors interacted wasn't really obvious at first since sometimes it was the both of the magnetic fields would make something shoot some of the colors at far higher speeds than expected (I know about elliptical orbits and stuff , still it sorta seemed like the same colors are attracting ) that kinda tripped me up for a bit.
Then the controls had a bit of learning curve since this kind of games isnt usually what i play (this was natural and expected to be honest ).
Once both clicked I got the high score.
" either an ASDFGH or ASDGHJ control scheme - having all the keys next to each other would make it easier to deal with notes very far apart as you wouldn't have to think about the gap in key locations"
Won't work since we have 4 really good fingers (since thumb reaching which fingers level is kinda weird feeling) this would eliminate the combo moves we could perform if we try the game one handed.
If we choose to play two handed the index fingers of both hands would rub against each other and would cause annoyance and missing of tiles by sometimes since the one of fingers could touch and make the other miss , this would be annoying.
SDFJKL is better for this since most keyboards have small notches that can be used for locating the keys in hurry. Hopefully this comment helps you to understand the design decision
I liked the game it's fun and controls are really easy
A couple of things about the game
- The following to the theme seemed a bit unclear
- I found it quite easy as a person can hold the left mouse button and would have no worries throughout the game if they have decent dodging skills
- Damn the red part seemed like the next part of game would be facing self harm
-I liked the concept of huge monsters supposedly indicating the different levels of mental anguish faced by the protagonist it would have been better if there would be even more different sizes of monsters indicating the parts that hurt the protagonist the most
-I liked the fact bullets collided it was an unexpected mechanic
-In the second stage was the warping effect which caused lengthening of objects around the corners of the screen quite bugged me idk why
-The thing bugged me most was that cerebellum isn't the thing that actually manages emotions it's technically the limbic system or atleast better would be cerebrum turmoil since limbic system is actually between the cerebral hemispheres