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(+2)

I have mixed feelings about this one.

First of all- the game looks and sounds great, and I admire the ambition of making a full multiplayer game for a game jam. There is obviously a lot of creativity and effort here.

But here's the deal- the gameplay completely didn't land for me. Take shooting. Aiming slows you down to a crawl and by the time you shoot your target isn't there anymore. If you manage to shoot in a direction of another guy the bullets are slow enough to easily dodge. If you get hit, you get barely damaged. Since combat is so difficult you just keep running around and collecting green dudes, and because there are no time, or point limited rounds the one highest in the leaderboard is the same as the one who's the longest in the game (which, ok, in the olden days, when there were TF2 servers with 24h time limit that was also the case).

The way I see it, the game needs to be either faster or slower :) 

Thanks for the honest feedback! I really appreciate you taking the time to break it down like this <3

From my side as audio, it’s actually very insightful, because a lot of what you describe, like slow combat, low impact hits, or lack of urgency, can also be reinforced (or weakened) by how the game sounds. If actions don’t feel impactful or threatening enough, that’s definitely something we can push further through stronger feedback, clearer contrast, and more tension in key moments.

Your point about pacing is especially interesting... whether the game goes faster or more deliberate, audio plays a big role in supporting that direction. So this kind of feedback is super valuable for us to better align the feel of the gameplay with the overall experience.

Yep, you are completely right. I will probably make everything more critical. More damage, faster, more range probably. All of these would have been super easy changes by just changing some variables, but we didnt get to test for real until we submitted