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(+1)

This was really cool, I like how the heist actually had some buildup to it with gathering weapons, supplies and assembling the squad.

The opening was great too with how it was a chill interactable house followed by a small charming city block with all the NPCs to talk to and the ambient sounds. It was very well done!

Also unless I'm mistaken, the mech you fight behind the lab is a secret boss you can only fight if you have the wire cutters? And also, can you simply smash keypads if you don't have the hammer? And finally, what does the crowbar do? I just kinda bought everything, since I sometimes couldn't see my current money due to the known issue of UI showing the variable name instead of the stat.

And obviously, some of the bugs were a bit annoying. Like interaction sometimes being weird, or having to click on something multiple times in order for the "It's Empty" text to show up. But frankly it's bound to happen in a jam, I know I had several. Though admittedly it's never a good sign when the debug menu pops up a couple times lol.


(For my next bit of feedback I wrote it before realizing the camera issues were due to RPG in a Box, but it still reflects my experience. Just putting that disclaimer out there lol)

As for more design level issues, I found the camera was way too close to the walls. I don't know if the camera FOV is too large, or the tile size is too small, but it feels weird to be literally pressed up against a door. And I found it made interaction odd because it was hard to tell how close I needed to be sometimes.

Also I agree with another comment where I found the Arcade kinda by accident. I expected it to be out front like the other stores. I mean I found it eventually so it wasn't too bad, but it's the sort of thing that could disorient some players.

I wish there was an explanation for what each stat does, and if there is some explanation I completely missed it.

Bringing it back to the positives though, this is an ASTOUNDING amount of content for a jam entry. The friendly NPC's, the optional items and routes, the interactables (I especially appreciated the resting bench in the data center), the enemies, the levelling and shops, etc. Just a lot of things that to be honest work pretty damn well all things considered.

Excellent work!

Hey there! Thanks for the thorough comment! This is awesome feedback and I appreciate the kind words and of course am happy you enjoyed it!


Here's a response to some of your questions:

  • Yes you can only get to the robot with the wire cutters
  • The hammers are for smashing the batteries in the datacenter to bypass the AI fight. I allowed the datapad option because if someone couldn't figure out the puzzle, I didn't want them to get stuck without another option (which also resulted in a combat, risk the fight or figure out the puzzle safely type thing) to proceed through the game
  • I had plans for the crowbar but didn't have time for it, it was going to be an alternate entrance into the lab, like through a secret room with some items and skip the first dungeon floor or something like that.
  • The interactions being a bit funky are a bug from the engine I'm using, and the console has a chance to pop up in a few circumstances, all were preventable but last minute things I missed in testing lol
  • The camera being right up on the wall is an engine limitation. It's a balance between camera height and FOV as I can't offset the camera slightly back on the center of the grid at this time, something I've talked to the developer of RPG in a Box about before. So, since I chose not to have any hazardous tiles like I did in last years entry, I decided to not mess the FOV or Camera height to where you can see the tile you are standing on because things get real weird looking and I would have had to scale all my assets differently. In hindsight, I'm not sure what the best option is except to push the engine developer for a camera offset on the center of tiles lol
  • When you answer the phone in the beginning, it mentions meeting at the arcade behind the ice cream shop. I hoped this forced players to know where it is, since I didn't have an arcade shop asset lol. Good feedback tho and I plan to put a journal of sorts in the post-jam update where you can reference where to go and what to do like the mission directive you get before the heist kicks off. Quest log type thing
  • The stat explanation was built out, but I forgot to assign the script to the "about" button on the stat screen. Another victim of poor testing lol! I did have one on the game page however after I realized my blunder

    Thanks again for all the feedback! Look for a post jam update if you want to revisit it!