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A jam submission

A Slippery SituationView game page

Escape this risky situation
Submitted by FluffyMichael — 9 days, 3 hours before the deadline
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A Slippery Situation's itch.io page

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Comments

Submitted

I think the overall concept is good. It's fun to sneak around and try to sabotage your co-workers, the game establishes a good world. I'm a dinosaur working at a dinosaur bomb defusing company, pretty clear /genuine. And cool setting I have got to say. The sprites are very expressive in the way they look. They feel lively. I also think dropping the player right into the action is a good choice, that way the learn the mechanic head first, and practically forces the player to learn the game. Which feels intuitive and logical.


I do however have some comments on the execution. It took me quite a while what the starting screen meant, I restarted the game several times because I thought I had missed something. This was not very intuitive in controls. I think adding polish would be obvious, but adding some text or a small clue could be prototype level of helping the player, if that makes sense. Furthermore the clicking is pretty confusing, it was not clear which parts were clickable. And when I finally found the bomb I had to sabotage I did not understand the sneak system. The game lacks feedback on when you are seen and when you are not. I also think it is a little harsh on the player, no room for mistakes. This was pretty frustrating having to start over all again when I did not realise what had gone wrong.

To end on a good note I do love the dinosaur sprites and the way the world looks. Really cute and coherent, also the dialogue system is pretty solid and multiple endings?? That's impressive. So overall good game but I think it needs a few iterations to get more intuitive and to make it feel better.

Submitted(+1)

It took me a while to figure out I had to use the mouse to interact with stuff in the game world, even though the intro game was clear and I had to use the mouse there. This is partially because they feel disconnected in style and gameplay. I think a way to solve this could be a custom cursor during the intro minigame that persists when it's finished, making more clear to the player that the cursor is intentionally still left on screen and meant to be used. This could be combined with a highlight when hovering over interactable objects. The only way to tell that the bomb is interactive is the difference in pixel size from the rest of the art, which is generally not very pretty.

Submitted

Cute game! I really like the dinosaur sprites (might be biased) (I am biased)

It took me some trial and error to figure out what I exactly had to do, it didn't look like the other dinosaurs really affected me in any way and it took a while to figure out where my coworker was alongside how I could interact with the bomb

Other than that I do like how you introduce the game by just immediately throwing the people in a situation, quickly sets a mood!