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Travotavo
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Took me a while to understand that you could click to possess enemies, you should certainly put some sort of control instructions on the jam page if you don't do so in game. The concept of this control enemies to stealth through areas could work really well if implemented a bit better, as restarting the moment the player gets caught is jarring, doesn't communicate the error, and it makes for really unforgiving gameplay. Having the mages shoot bullets until they loose sight of you could be one way to mitigate this, as well as making some sort of indicator of how long you can possess an enemy for.
I think this would benefit with some indicator of what is present in the other world in a given screen, otherwise it feels like some points boil down to guess & checking. For example, in level 1 I didn't see the enemies going down into the pit since I was in ghost mode coming into the section so I didn't have the bullets to do the jump immediately after, resulting in a death that wasn't due to lack of skill but rather a lack of information.
Really love the concept of the switching worlds and having the shotgun be exclusive to one of them and you made excellent use of this through the level design. All around, great work
Loved everything about this platformer, the movement is smooth and the ghost mode was fun, though a little op. I had a bug that resulted in one of the buzzsaws just occupying a single column, requiring me to use the power to get through (only realized it was a bug cause on my second playthrough it was in a different spot), but it made me wish that it had been intentional. Forcing the player to get through a segment within their ghost time limit sounds pretty fun (as long as there is a checkpoint before it lol).
Leaderboard and achievements were a nice addition, however the scores stack with each run, meaning the top of the leaderboard will just be whoever grinds that one level with the coin pit. Similar logic must be used for the deaths, because on my second run I had gone for 0 deaths and didn't get the achievement.
Overall, lots of fun!
Could use a bit more balance, I don't know the logic behind being able to double shot but it's fun to pull off. Also the page says 10 levels, but in game its 5 levels.
Really fun gameplay wise! And looks awesome, shotguns with eyes get across the idea very well. The shotgun movement does also add a lot to the battle arena style, makes it really challenging and fun!
I loved the concept of this game! I thought it was gonna be a bit more run and gun like from the tutorial, but it turned into more of a puzzle game and it really subverted my expectations in that regard. Only issue I have is that I wish there was more content, as the first level was really simple and it didn't give the idea space to shine.
A bug I did find was that there is a small issue I had in the tutorial where if you didn't clear the text fast enough it would lock you out of all other inputs.
Really beautiful art all around. Shame you didn't find a way to incorporate the limitation.
Gameplay-wise, it is still missing something. Turning the lights on and off/having a flashlight was cool but it felt like it lacked purpose? Maybe I didn't play it for long enough but it felt like I could just sit in a closet and avoid any repercussion.
I don't know why but I made the god forsaken decision to play without sound, but the experience it offered was great! I found myself genuinely scared/frustrated while playing cause I died when I wasn't expecting it and I knew I could've avoided it beforehand. It's a great thing to have your game be enjoyable in multiple ways like that, so good job!
You should 100% put a screenshot on your page, it'll help people see what your game is about before they play it
That being said, this was awesome! I love the effect you put on the 3d and the prop hunt gameplay is pretty fun with how you implemented the static. I do think the hitboxes can be a little buggy, which makes it feel like I'm not using a shotgun when I fire at point blank and miss. Furniture has a chance of clipping outside of walls, which obviously can make it so you accidentally ruin the chances of winning. Those are the only issues I ran into however, great job!
Wow! I absolutely loved the presentation and use of concept in this game! I like how you couldn't actually drive the stagecoach (since you're riding shotgun), but if you choose the shotgun for the second stage it acts almost like a fake form of travel. I wish there was an endless mode or something cause I could definitely enjoy this longer than the game mode here presented!
Thanks for the review! I do think you're entirely right, I would've added a soundtrack if I thought I would've been able, though I'm not quite experienced in adding sounds in unity. I'm currently working on a small project to get me more familiar with the sound system, so if I come back to this game I will definitely implement a lot of demoralizing sounds!
Thank you for the review!
I did design the way back to the attempt for stage 1 to be difficult, the extra frustration of getting back is something I did want. Though for stage 3 I definitely think that suggestion is very valid and if I continue working on this some I will take it into consideration. I hope you still had fun through all the frustration though!
There were a lot of mechanics introduced during the tutorial and was very overwhelming. As a result, I didn't use shield till my second play through (which I did to figure out what shield was). The game wasn't that difficult, as shown by the fact I beat it first try without shield, which I found pretty disappointing. I think the first level could be cheesed by the fact the player can jump onto the grey bricks, though I didn't test it. Overall, it was a great concept and reminded me a lot of games I played as a child on Webkinz.
If you do add more levels, may I recommend introducing mechanics at a slower pace, so that the player can effectively use all of them?
Also, this game suffers terribly without a proper tutorial. i,o,p were not the first buttons I guessed to press for the color adding. One final note as well, if this project goes further may I suggest limiting the mixing to two colors for the first level or so and add the additional shades such as Blue, Blue, Yellow in later levels. It wasn't too obvious that that was even possible from the get go
In trying to play the game, I love the concept. Shooting projectiles based off of mixing colors was great. Though the game was unplayable as I tried it, as enemies didn't despawn when they died. This meant that they would body block other projectiles and still kill the player if they touched the corpses. I would love to play the rest of this, though sadly I cannot