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Imho the jam showcases a very efficient use of your time/resources and makes for an intriguing and fun prototype. 
- Very satisfying use of the theme
- We wanted to make a similar inventory system but ran out of time ourselves (and we were a team of 4!!), kudos for making one in time and on your own(!!)
- The physics are fun. Throwing shit everywhere and seeing it spin is satisfying in a way I don't think Godot on its own reaches without messing with the settings a lot.
- The two  previous point and the gameplay imho highlights that you have been on top of your game in terms of what to prioritize when. I love the details like how enemies bounce up and down, how physics of dead enemies has them float around with low gravity. Everything has a bit of thought and juice put into it which gives it a lot of personality

Wishlist/Random improvement ideas as tribute:
- I wish combat was easier and/or slower paced. I really like the idea that enemies get faster as they enrage but they got so fast and I couldn't kill a single one with a full clip. Movement in general is just a little too quick. I think the default speed the character goes at would almost fit better as a burst sprint or dash etc
- If you end up putting more time on it I would loved to see enemy variety or item differentiation (Our game had the same fate on that end so don't sweat it!) Having different items have different properties when launched would be very fun.

Good job!