There were definitely a number of bugs a came across and design choices that made it frustrating to play, but I liked the game and had fun once I figured out what it was that I was supposed to be doing. For starters, the main strengths this project has right now is in the art style, asset quality, and level design. The UI and HUD is really polished and stylized in some areas and more simplistic and generic in others but not to the point where I think it is bad per say. There are a couple of changes I would make to the game mechanics and overall flow to make it less frustrating. The first would be to have consistent movement throughout the level since I gets very disorienting with how often up down left and right get swapped around and made entering rooms really really annoying at times. Secondly, I really like the idea of pills being able to instantly heal patients, but I think the player should be able to cancel out of it, as well as make it a bit more forgiving in the case you miss the timing on one of the potions. I only checked out one of the upgrades since I forgot to go back to it but I like the buffs they provide. But other than I don't have much else to say other than the fact that there are a few bugs to work out such as the quit game button in the in game menu not working or the endless black screen that pops up after the 8 minutes expires. Still though this was a really a cool concept for a game (one I personally had in mind for second person horror) that has potential if more time is put into it.
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Thanks for the great feedback! I really appreciate it.
I agree that the movement is a little difficult, but I kinda wanted it that way. One of the power-ups you could get would highlight which computer screen was currently being used to effect movement directions. I think that's probably the strongest buff of the lot, since it's so helpful.
I appreciate that you enjoyed the HUD quality. I spent a day trying to get it interactive and looking good and colorful to give lots of feedback to the player, so they'd be able to deduce what to do, since I wasn't able to implement a tutorial of any kind, which I wouldn't loved to do. I was time crunching with the power up menu, so I didn't want to spend too much time on like and tried to get as much functionality in as I could.
You're completely right about a need for the ability to cancel out of the pill minigame. My thought process was I wanted it to be a high-risk -high-reward scenario. But it seems like that might not have been the best plan. Even i had some difficult getting 3 levels in a row, so I definitely could've have it a *little* more forgiving.
The black screen was meant to show your final score then load the main menu. No clue why either of those things don't work! Again, lack of testing caused it to fall through the cracks..
Again, thank you for playing and the feedback!