Very cool game! It's hard tough! hahahah It get some time to get used to, but very fun game. :)
VK_Hog
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Very beautiful art! The colors works very well together. The music is relaxying too, so it suits the mood of the game.
I think the movement is not very smooth, sometimes i got stuck and sometimes it jumped on its own, so idk. Also, It would be nice to have some kind of feedback when you lose your health.
Hope you keep working on it, cause the visuals are neat! Good job!
You are right, I didn't thought of making some differences to tip the player that it's another prisoner. I did thought about implementing the boss timer, as you suggested, but I guess I forgot. I'm still learning how to properly plan a game and do the pre-production steps, so I don't have to come up with stuff "on the fly".
I will improve the game on the feedback that I received, but will not move forward with it too much, as I'm wanting to try other concepts, like, I've played some Point-And-Click games that I really enjoyed, and that type of game bring me so much nostalgia, so I will try to make one myself :)
Thanks again for your time, and don't worry about the congratulations thing :D
Btw, I played your tower defense game again and was finally able to shoot! Hahahaha xP
Wow! So much work done in the span of a week! Congratulations!!!
I got stuck for some time in the start room, until I figure out that you had to keep pressing the direction you wanted to interact. I think the movement speed is too slow if you compare to today standards, but I remember that Diablo 1 was painfully slow too, and I did enjoyed that game xP
I'm still really amazed that you could do so much features in so little time.
Good job!
I liked the art very much! My computer's screen is a big one, but I could not fit the game on it. You can change the viewport size without messing with the resolution.
As for the gameplay, it took me some time to figure out that there was an inventory system. The "hide from the demon" mechanic is neat and works well.
Good job!
Thank you for playing my game!
The respawn thing with the enemies still in the room is because it's not you anymore, it's the other prisoner! xP (And it was made to fit the loop theme). If you die, you drop the bow, in order for the next prisoner to pick it up.
For the skull thing, the collection becomes available only when the "boss" (the larger enemy) dies. Then you have 30 seconds to collect 8 skulls in order to open the hatch (witch leads to a win). As soon as the boss dies, the doors at the top start spamming enemies. If the boss respawns (30 seconds) and you haven't won yet, you drop all the skulls, and have to start over (kill the boss > collect another 8 skulls > find the hatch to escape).
The click-to-shoot thing is a recurrent complain, I will address that issue after the jam as you suggested (by having a rate of fire and just holding the lmb). :)
Thank you very much for your feedback!
Thank you for playing my game!
Just for you to know, the skull collection becomes available only when the "boss" (the larger enemy) dies. Then you have 30 seconds to collect 8 skulls in order to open the hatch (witch leads to a win). As soon as the boss dies, the doors at the top start spamming enemies. If the boss respawns (30 seconds) and you haven't won yet, you drop all the skulls, and have to start over (kill the boss > collect another 8 skulls > find the hatch to escape).
Thank you very much for your feedback!
Thank you for playing my game! I agree that the skull collection thing could've been explained at all, I will improve that feature after the jam.
But just for you to know, the skull collection becomes available only when the "boss" (the larger enemy) dies. Then you have 30 seconds to collect 8 skulls in order to open the hatch (witch leads to a win). As soon as the boss dies, the doors at the top start spamming enemies. If the boss respawns (30 seconds) and you haven't won yet, you drop all the skulls, and have to start over (kill the boss > collect another 8 skulls > find the hatch to escape).
The click-to-shoot thing is a recurrent complain, I will address that issue after the jam (by having a rate of fire and just holding the lmb).
I'm glad to see that you liked the sfx xP
Thank you very much for your feedback!
Thank you very much for the explanation! I gave it another try! The problem was that at the shop, when I first opened it, there was only powerups, and not a single "shoot I" or "shoot II". Maybe, as a suggestion, if you improve the game further, you could make sure that the first shop will always have at least one "shoot I", because I had to re-roll the shop a cuple of times to get the item, witch is only a problem if you are playing the game for the first time xP