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Thanks for the feedback! I would've reused the particles I've made for the jumping and landing stuff but I didn't have time to add those stuff lol, I already added sounds for when you land and jump tho. also I already added cayote time and jump buffer into the platformer controller, though I may have made the cayote window a bit too short so I might tweak that a bit. The stronger enemies personally are really powerful and can easily wipe out entire groups, plus they're slightly buffed in speed and damage when you possess them, but it punishes the player for being too reckless with power, I might make it a bit more forgiving in the future if I ever continue working on this tho.

thanks for giving incredible feedback! :]

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Oh yeah another small thing I forgot to mention is that the first time you load up the game you don’t get to do anything, so I was wondering why the shooting doesn’t work haha. Maybe you could let the player still shoot but be really weak their first life to teach the controls or something like that.

Congrats on making #9 in the jam btw!

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Thanks! but like I said to another commenter, the player already gets to learn a lot without the use of the tutorial, in a way, the white vessel IS the tutorial. when you start the game, you start with the weakest vessel that dies on 1 hit, the player would instantly get the understanding of the movement and since you can't attack, the player dies but then restarts. the second try usually resorts to them figuring out how to steal a vessel (hence the text that appears infront). the moment they steal a vessel, they get the grasp on how to play the game. if I were to give the player a weapon of sorts, they wouldn't know that they're able to steal bodies to begin with since they'd mostly rely on the weak weapon not realizing that you're supposed to possess bodies. if you managed to figure out how to play the game without a full blown tutorial, then that means it's done it's job!

Thanks btw, I was genuinely hoping yours would win in the visuals!