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(+1)

So many illegal license plates . . . 
Really like that you keep the mouse controls between the combat and the cleaning. The gameplay mode switch is seamless and very charming. The decision to link the player's "health" with the time is great. And just when I thought the enemies were getting a bit repetitive, you'd introduce some new ones that kept me on my toes. I despise the baby. I was a bit curious how the green works. It adds time, but sometimes it wouldn't, even when I hadn't taken damage yet? Wasn't sure if it was a bug or not. But overall, great stuff!

(2 edits) (+1)

I made the projectile time accumulating more finicky than it needed to, but broadly every time you hit a good or bad projectile, your time isn't updated immediately, but accumulated into another variable. When the battle ends, then it adds up your time all at once.

That has issues with a couple of system interactions.

- Your time only updates at the end of the battle. Not during it, so if you hit an equal number of of good and bad projectiles, your time delta is 0. (+5s then -5s) I assume this is the main reason folks find them weird.

- The timer used to be more hidden during battles. Though I kept it a little visible to the player in conjunction with the above effect with the idea to increase drama. (Ack! I don't know exactly how much time I have left! Better overextend/play it safe!) Though as the past couple of days has revealed, this is more confusing than emotive.

- If you get hit by a bad projectile, you enter an invulnerable state. Unfortunately, this extends to being unable to interact with good projectiles too