That's really helpful feedback! Incentivizing the player to engage with the mode switch mechanic is our next priority. Thanks for playing :D
universee
Creator of
Recent community posts
Heheh, yep it was a panel that was blocking the button raycast -- we figured it out after the deadline, but oh well :')
Your recharge system idea is really cool :o we considered putting the mode swap on a timer, but your idea gives the player a lot more agency, which is great! I think ideally we'd get to a place where switching weapons is optimal for a high score, but I agree that the weapon balance isn't there yet.
I'm curious, which mode would you stay on for a high score? We've gotten different answers from different playtesters (though one tends to get more votes than the other ^^), so I'd love to know which one you felt was better!
Wow, I figured it'd be a fun twist going in, but after playing, your version honestly feels like it has more depth than the original game! I probably didn't play optimally, but marshaling the ghosts was a lot of fun -- if only pacmac didn't eat the power-up and wipe out my ghosts right when I almost had him trapped :(
I love the camera zoom out on the boss level, it felt really dramatic ^^ The explosive jump mechanic also gave me tf2 vibes! It'd be really cool to chain jumps, by throwing and detonating an explosive midair.
It took me a while to complete the boss level, and I wish the player had a couple of lives so I didn't have to keep restarting at the original spawn location. But overall, creative mechanic and polished, really impressive stuff!
Ooh I like that suggestion, it'd definitely make defeating the 'bosses' more satisfying!
Also that's really helpful feedback! I think with our current weapon balance, the control scheme you prefer has a higher skill ceiling/floor (and vice-versa for the other control scheme), so that's something for us to keep tweaking on our end (along with enemy spawn behavior). I think most of our testers preferred the other control scheme, so that just goes to show the value of getting a varied set of playtesters! Thanks :D
Heh, the balance we were striving for was 'easy to maneuver' with mouse movement vs 'easy to aim' with key movement, but we definitely need to make mouse's weapons stronger -- on a post-deadline build, we've experimented with making key's projectiles bigger, and that's helped a lot with making the modes feel balanced
Swapping control schemes at a fixed time interval was an idea we considered, but we figured it wouldn't be necessary if the modes were balanced so that each mode was better in certain situations. Then again, auto-swapping would force the player to think about positioning a bit more carefully, so that's worth implementing and playtesting ^^
Thanks for the thoughtful feedback!
Wow, that last puzzle was really cool, I'd love to play more levels with the pause mechanic! I definitely would've loved access to all actions at all times (which would be doable if wasd was replaced by arrow keys) but I'm not sure if that'd make the puzzles too easy. Very creative and well executed!
Nice explosion effects ^^ I didn't realize why I kept teleporting back at one point because there was no 'level failed" indication, but that's a minor nitpick for a game jam entry
It's a really clever idea, and I like the puzzle-esque level design. Imo you could ramp the difficulty up faster, but I still had a lot of fun (and laughed out loud when I saw the end of level 13 :p)
Fun game, nice music, and neat + unique concept!
(spoilers below for anyone who hasn't played yet)
The level difficulty spike between 2 and 3 felt a bit jarring, before I realized you could aggro all 4 enemies with 1 decoy. A full game with more levels + balancing (imo shooting should be nerfed) would be a ton of fun to play