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(1 edit)

Some of the good stuff I ran into:
> Controls were smooth 
> Shot placement matters
> Hand drawn art was good

Some of the negative stuff I ran into:
> My mouse was not bound to the play zone resulting in troubles aiming
> Enemy projectiles are hard to see

Some of the mild(I can look past) stuff I ran into:
> Low enemy variety
> Characters and map had mismatching art styles


This was full of fun game mechanics I would like to see more done with!
Scouting the level as the drone before attaining a host.
> Sneaking around and planning out the fastest route to take once I have a host.
> Drone only pathways.

Your host escaping.
> They could have affected player actions the more they escaped (Movement speed, aim accuracy, calling for enemies).
> Returning to drone mode instead of straight loss.

Defeated enemies.
>
 Highest wrap tier has no game-play benefits from what I could tell.
> Enemies do not help wrapped allies?

Choice of host.
> All hosts look and act the same once you grab them.

(+1)

Oh yeah, we originally had the idea that you could capture any of the three types of enemies, which would change your starting health, but we wouldn’t have been able to implement that in a week because of the extra workload it would have placed on the artist

And yes, we also had the idea that when you’re losing at the start, you’d throw yourself off the enemy’s head, but again, we couldn’t implement it due to time constraints

Thanks for the review!

(1 edit) (+1)

Some of the negative stuff I ran into:
> My mouse was not bound to the play zone resulting in troubles aiming

I think you could press Esc to switch to full-screen mode, which would help with that

This issue shouldn't occur on the PC version either. As soon as the voting ends, I'll release the PC version