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A jam submission

DeadWire DDView game page

Hotline Miami X Hacking. Action game where you wire things together and create chain effects
Submitted by Shotgun Anaconda (@ShotgunAnaconda) — 2 days, 15 hours before the deadline
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DeadWire DD's itch.io page

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Comments

Submitted

I am so hard for this game. The artstyle is mint, the music is fantastic (got stale by the end since it was repeating, so needs more different tracks) and I dig your take on a hotline miami gameplay. I think the puzzle aspect works really well, maybe even better than the killing dudes aspect.

Censoring the corspes is a nice touch, but I kinda wish the blood was more colourful and popping on the screen, since I think the artstyle would be very suitable for a splash of whatever blood colour those guys have.

The gun is a bit weak though, I resorted to hack-killing the dudes wherever possible.

And hacking can be exploited - you can move around in slow-mo and pretty much ignore the line of sight requirements to connect the puzzle pieces. But it's cool, even though the "mark" cooldown got me a couple of times.

I have no idea how to open the first door in the "Blocked signal", I think it's bugged.

And the boss is nice, not very challenging, but a cool gimmick.

Love the game, and I want more!

Developer(+1)

much thanks :)! We have talked offline but I've already added a cooldown and a timer to the hack mode so it cant be cheesed anymore. The rest of the feedback is very valid, will have to experiment as dev goes. 

Submitted

https://www.twitch.tv/videos/2138119332

your stream starts at around 1:27:00

Developer

thank you! will study, did you like it?

(1 edit)
>WindowsIconUpdater.exe
>completely absent mindedly click it thinking it's the game
>desktop icons flash
>realise this thing probably did some explorer.exe voodoo or something

Turns out it’s fine (I think/hope) and the slipup is on me but I don’t think that’s supposed to be there.

Developer

Hey man, no worries. Im using construct 3 which is using html5 at its core, so its wrapped in webview2 to make it exceptionable. So it's only there to update the desktop icon iirc. Sorry for the confusion!

Submitted

Pretty fun game wiring enemies together was really cool reminded me of a more interactive VATS. I got hard stuck on that one GTA level and had to give up. 

I do find the screenshake when shooting to be a bit too much and having to wrangle enemies can also be a bit of a chore due to their long range. 

Developer

thank you so much for the video, nice feedback source

Submitted

Quite fun game. I played through first 4 or 5 levels. I would love if envirnmental stuff like cars crashing people where more common.

In one spot I was confused a bit. Game suggested to go around and if you did you could hack two roombas but they were behind the door so shouldn't there be no LOS to them? One way or another I didn't understand what roombas do, they were in another level also. I just shot people in the face instead.

Overall I enjoyed it. It's quite interesting that the game seems to be about puzzles but in some cases you can just shoot your way through. Makes it less irritating when you are stuck one some of the puzzles.

Solid game! Like the art style, the rewiring is an interesting concept that's pretty fun to use and allows you to do a bunch of interesting things. 4 HP feels a bit forgiving compared to Hotline Miami, but it's not necessarily a bad thing. Only issue I've found is that when you die you can still move around as the game restarts, which was confusing at first until I realized what's happening, and the limited range of the projectlies kept throwing me off.

Developer

ah yeah that's just lack of polish, will have to fix that. 

It does become a bitt ttoo easy with 4 hp, will tone it down before release or make it harder we'll see :)

Submitted

punchy sound effects, neat particles, nice potraits.

the shooting is of course more "immediately enjoyable" for most people, but the puzzles are solid, too.

Developer(+1)

thank you :)! Glad you liked it, and thanks for the feedback on disc!

Submitted

I honestly didn't expect it'd be that good. My first thought going in was 'You can't make a miamilike without a heavy list of bangers' then I had main menu music play in the background and it was pretty fucking great. I started the level and here it is, rage inducing banger, straight into my ears. It's perfect, now I'd suggest making couple more because after ~30 minutes it does get slightly repetitive. But then again every song except 'Sounds Like a Melody' has that problem.

Core gameplay is great, I initially had few problems, but they were addressed, let me give you few examples

- Why use linking when shooting them is much easier | As levels get more complicated game does motivate you to experiment more

- Why does my gun have 2m range, guns don't work like that | It adds up to the challenge and with HP instead of one shot kill it forces me to play both more creatively and closer to the enemy

I think connecting hotlinemiamilike with puzzles is daring but great choice, spoken that, if the puzzle is somewhat prone to trial by error or trial by speed, it'd be great to have something like checkpoints. I failed to execute GTA level properly because third puzzle filtered me hard and I got bored of redoing first two puzzles.

All in all looks borderline ready to ship, some more music and I'd absolutely buy it. Cheers.

Developer

Thanks for playing :)! Glad you liked it, very kind words.

Music is coming, havent been able to focus on it. glad you liked the direction! I do agree that the range of the gun is kind of weird but its a choice to make the user not be OP and as you said, kind of forces you to play around with the wiring. But you're also right at hinting that it might not be balanced right. Thank you and sorry for the shitty puzzle in the end lol

Submitted

Did 4 levels of this, by the second it seems I could go through a door and see an unfinished version of the first level.

But this really looks cool, the wiring mechanic is amazing.

But it seems enemies are invisible at times and I'm not sure if that's intentional and I overlooked some story reason.

Developer

Thank you for playing :) Glad you liked it. 

Visibility is probably LoS detection behind the walls, the perspective of the bulge shader in the world sometimes hides them. will look into it!