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(For reference, I played the Windows version, not the web build)

Right off the bat, what stuck out to me was the main character design, which was quite unique, as well as the tutorial signs on the walls, which are a nice way to tell the player that they can use those keys to do things.

The pixel art has a cool style to it and the fog of war makes exploring a mystery that you need to be careful of.

One of the things that stuck out to me on by far was the ambientation. Knowing the context of the game, the game has a hint of tragedy for me. Especially considering that you and all of the other creatures are products of experimentation. The dog with wheels is certainly an example (really cool enemy designs too, by the way).

A couple of touches I also appreciate is the fact that shots have a very bright light attached to them, so you don't miss them in the map, as well as the fact that enemy shots get deleted when their source enemy is defeated. 

I noticed that the flamethrower particles and the damage numbers have very similar colors, so it can be hard to tell one from the other when attacking with the flamethrower. Also, the enemy with red hair that shoots you can sometimes shoot you while they're walking. Their shooting animation doesn't play when that happens; they only keep walking as their shot spawns, so it can get you off guard, since there's no anticipation.

I also noticed that you can get the same weapon spawning in both chests of the same floor, which can be a bit rough if you don't like the weapon (which happened to me). I'm not sure if this is entirely intentional, so I'm pointing it out here.

I definitely felt a bit of a difficulty spike on the last floor, since it introduces new enemies that are quite tough (the slime and the spider cyborg thing). It more enemies, some which can feel tanky, like the big security guards and the slimes. I do appreciate that they're slower though, so it lessens the chance of them pushing you into rooms and drawing the attention of more enemies.

The music variations were welcomed. They were all bangers. Very good choices! The sound effects also felt fitting.

One thing I did miss on the game was having some sort of map or minimap. It can be a bit easy to get lost on the levels, and I think the game could really benefit from having a map function, especially so you can keep proper track of what areas you haven't explored yet.

With all of that being said, I enjoyed my time with this game. The controls feel intuitive and fun to use, some of the weapons were a lot of fun to me (like the long laser gun), I like some of the humor the game has, and the enemy variations were unexpected and quite impressive. Very well done!

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Thank you so much for the compliments and feedback!
The damage numbers were added late into the development, and we didn't have much time to tweak them. I can definitely see them needing some changes to be more visually noticeable. We decided to make the scientists run away from the player if they were getting too close, while also allowing them to shoot in order to be stronger enemies. The downside was that it made it so the attack animation wouldn't play when the scientists shot while running away from the player. I'm going to try and make it so the scientists pause and face the player with the attack animation when they are about to shoot while they are running away. That's how I would have done it if I knew how, but I didn't have the time for it during the jam. I also agree that the way it happens currently is unfair.
Your interaction with the chests is possible due to how we coded them, but it's something that we wanted to change if we knew how. The way the chests currently work, it's impossible for them to drop a starter weapon (knife and gun), and it's also impossible for them to drop a weapon that you currently have on you. This of course means that it is possible for 2 chests on the same floor to drop the same weapon if you don't pick up the weapon from the first chest, but it is something that we don't want to be possible as it isn't a good feeling for the player. 
Hope the last floor's difficulty didn't feel too jarring haha. We wanted it to be a lot harder and we didn't have much time to get playtesters, so some enemies might be too strong due to the amount of health they have or damage they deal etc. There also might be too many enemy spawns, but we hope to work on that.
A minimap was also considered, but we couldn't figure out how to make one given the time limit. Part of the reason Ganos implemented the fog of war was to make it easier for the player to know where they have already been, and what areas are left to be explored.
Thanks for playing!