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(+1)

This was amusing.

Although you did show that it was Space to pick up things, it wasn't very intuitive in-situ because there was no indication of when i was close enough... and it also didn't really justify itself as a mechanic because it felt so cartoony I may as well be running through things to collect them.

The music etc. speeding up as the game advanced was funny but by the final 75% of the bar the camera was quite unmanageable. I wasn't really sure why stuff was jumping out of the pot etc... it was all "fun" is a loosely anarchic silly way but as a game which seemed like it was meant to be skill-based it didn't seem super fair or like something you could really get better at by practicing. 

Hey there, thank you for playing and reviewing!

The initial concept was "a guy that runs around with a soup pot and has death stranding balance mechanics." This concept was way bigger than we could've imagined xd

We compromised some things and this is the end result.

You make an excellent point about the picking up mechanic. At late stages of the game I decided to put the items a bit higher so that it's easier to identify but collecting them always felt "ugh", even when I've increased the pick-up range to 1.5 meters or so. Going through the item to pick up would also balance more the game into the core mechanic that we pivoted to, which was "run, fast". This also goes into the camera becoming harder to manage, but as you've said, needs to be balanced somehow. Not just hard for the sake of it.

Things dropping of the pot randomly is a collision bug with the ledges, that I couldn't get rid of :(

It makes the game a poorer experience, but oh well. We'll improve :)

Again, ty for playing and reviewing. Hopefully you'll see more games of us in the future :)

Cheers,