Oops! Good catch on the bug. Thanks for checking it out :)
tinycrab
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Hey! Yes you nailed it, I just finished Bowsers Inside Story and I was interested in building something similar to see how it worked.
Agree on the windups / telegraphing attacks. Would have loved to have some custom animations but had to go with premade assets due to time crunch of the game jam. Appreciate the playthrough!
Thank you! I'm glad you liked the grappling feature :) It definitely requires some specific timing, but can be really fun to use to vault over things instead of swinging like you might expect at first.
I fixed the screen sizing issue on itch side, and gonna take the advice of another user to fix the scaling in Godot next time around :) Thanks for giving our game a try!
I really liked the two different phases and how they played off of each other. Picking off a single just-turned zombie out of a crowd of people is so satisfying. I also enjoyed that during the "work" phase, you need to rapidly scan the room for people thinking about brains and you don't have to be careful about where your character is exactly. You're moreso looking for a path where you can boost all the people who are turning. That contrasts with the "break in" phase where you need to be mindful of the paths available to you to get to an ammo case or drop, and your eyes are more focused on the area immediately around the character.
I would have loved to see some bonuses that improved your abilities during the "work" phase, as the powerups largely just affect your power during the "break in" phase. Maybe a move speed or slowing down the rate at which workers turn into zombies? Also felt like the bullet collision was a touch too small, but that also feels like it could be a meaningful design choice.
Thanks for this excellent submission!
As somebody else already said, the click sound is great. I liked the ability to "squeeze" the cursor to fit through tighter spaces.
The enemies were challenging to see sometimes as they spawned and floated over the platforms to get at me. I feel like you could also reduce the angle of attack so there's more opportunity for players to hit them before they're able to approach you. Since they fly in at a high angle, it's difficult to get a bead on them since the space is narrow to navigate.
Overall really like this submission and think it's an impressive solo entry!
I'll adjust the window size so that others don't run into the same issue, thanks for letting me know.
I'm glad you liked the visuals and sound, and I hear you on controlling the character. Do you have any concrete suggestions that might make it a bit easier or smoother to control? If you don't, I'd love to hear more about what particular issues you ran into while controlling the character and how it felt.
Thanks for taking a pass at the game!!
I'm excited you played long enough to collect all three keys, and yes sadly there is a known bug where the boss isn't activated upon collecting the three keys. Once you collect all three, revisit the center room (where you dropped down into at the beginning) and you'll see the keys hovering around the boss. The idea is that you can interact with the boss to begin the fight at that point, before the boss has fully powered up. Unfortunately we weren't able to submit the bugfix in time. The boss fight will start regardless once the boss reaches 100% power (which happens after about 15 minutes).
:( I'm sorry to hear that. Were you able to see the menu in the bottom right? If you didn't see it, I wonder if it was a problem with the window size being too large in Itch. If you zoom out in your browser, you might be able to see the Start, Options, Credits, and Quit buttons in the bottom right.
Let me know if that works :)