Amazing game! Looks very well polished and the gameplay was challenging
Strobelt
Creator of
Recent community posts
Nice game! Very good sprites, nice music, and shooting around feels very good. The game screen is a little too big, the level transition is a little sudden and there are some minor bugs like double jumping using W and Space. Also, I think the controls could use a little tuning to make them work better for the kind of precision platforming the first level has
All around I think you nailed the theme and had very creative ideas, like on the second level having to jump around with the cannon.
Really solid game! The graphics and music are top notch! The SFX are good, but the loudness of the music made things hard to hear. Would love to have a better sound control to tune the music and SFX volumes. The gameplay is really engaging and everything works well together. Would love to see some twists to the side scrolling shooter and maybe have more distinction to the elements in the screen (but I know the ggame was also made for the Palette Jam with an 8-colors limit).
So! Great game! Congrats!
I got some good Braid feelings in this one!
Everything worked as intended from the get go and the megaman style is really good too!
My only critique would be to make the difficulty curve a little flatter, because there is a big jump from the first tutorial level to the second one, and this could be a little frustrating.
Really good game! At first I thought the progression was a little slow, but when I read about you trying to make a game a 3yo kid could play, it made total sense. The controls are great, the gameplay feels very good and the game is very forgiving. I think you were spot on for a game for young children.
Also, slipping on the banana peels feels really great and I couldn’t stop laughing when I slipped for the first time while holding a “key”.
Congratz!
Thanks for playing it! And also for giving a more detailed review! We’re glad to see that you liked the pacing and immersion. We worked hard on it to make sure the game felt like an horror movie.
About the sideways doors, they were kind of a last minute fix, as we didn’t take the time to make the art like the rest of the mansion, but just did what we could. Now, after the jam, it is probably something we could have spent a little more refining.
We’ll take a look at the frame rate issues, but I can say to you that we really didn’t stop to optimize the game yet.
Thanks again for playing!
Thanks for playing it! Glad to see that you felt like on a B-movie. That was what we were striving for!
The locks can all be broken by the slasher on a random basis. When the enemy tries to open the door to chase you, it has a chance to break the lock, but it doesn’t try more than once. If the slasher can’t break the door, it tries to find some other path to get to you, and if there is none or you get too far, it teleports to one of the fixed places on the mansion.
We know that this teleport could sometimes look weird, like it just appearing somewhere you know it couldn’t be, but it led to some really awesome B-movie moments when you think you’re safe and when you open the door the slasher is there. Kind of a Nightmare on Elm-Street feeling.
And also all the locks have the same strength, what changes is that as you get more keys, the slasher has a bigger chance of breaking down the locks up to the last one where it can always break down the doors to chase you.
Game Title/URL: SlasherLock
Pitch/Information: In this game we explored the concept of locking and unlocking doors while you are chased by a typical slasher movie killer in a top down mansion. Your goal is to find all the keys and escape the house before the slasher catches you!
I’d like feedback on: Everything, really. Most of our team was working on things they haven’t worked on before, so all critics are welcome.