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Such a stylish game! I love how far you've taken the aesthetics and all the attention to detail you've put into it. That 2D/3D transition was awesome!

I can see the lineage from Piss and Vinegar, which was a super cool game as well. The action movie theme in this one was brilliant, like having the green room in-between levels. And I love of how even the aspect ratio fits with the theme of the game :) Both with the movie theme and the long corridor.

The mouse based interface was nice to use, the contextual menus were clever. The game felt really good to play and I enjoyed the different abilities for repositioning enemies. The toss always felt great to pull off :D Maneuvering and placement felt vital, rather than defeating every enemy, and I really liked that.

The only thing I can think of that could be improved is a bit more feedback for the attacks from the enemies. It would have been nice with a sound or some kind of visual effect to show when you took a hit.

I feel the music collection system from Quartz would have fit perfectly with the theme here, by the way ;) Collecting different action themes would have been great. If you ever plan a post-jam version ;)

The action point system was cool and had some interesting gameplay impacts, how did you come up with that idea as opposed to the more traditional turn based system you had in Piss and Vinegar?

Thanks a lot! Positioning and manouvering were among my main focuses, so I'm glad that payed off. I agree the feedback should've been better. I had an animation system for that implemented, but that broke when I added the weapon system last minute and I couldn't get it back working before the deadline. 

I've actually considered adding a music collection system again, but I felt it would detract from the pacing. Also, I didn't have time to hunt down enough songs, and I don't think most popular action movie theme songs are available for public use.

The action point system was originally a requirement for two features that didn't make it in. I'd imagined adding a combo builder, where you could budget different amounts of action points to different moves. And I'd planned to have full ascii art animations for the fight moves in 3D view. Neither made it in in the end, but I felt the action point system added enough variety to justify it's own existence.