Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This is a lot of high quality game to make with just two people in a week!  I'm incredibly impressed that ya'll made everything.  The shading totally removes the stock Unreal look.  You have excellent game feel, feedback, and sound implementation.  Really top notch voice acting too, fantastic delivery and great writing.  Puzzle games are very difficult to make on a jam timeline as well since they rely on playtesting so much, so I'm glad you kept them simple and more about execution.  

Just two things from me:  The fire extinguisher still takes input after you throw it, so you can still spray once it's out of your hands.  

The last level is tedious to start each attempt.  Getting out of the hallway and to the glove in forced zero G is clunky since you get stopped every inch or so by recolliding with the floor.  I don't know if there's a good mechanical solution to this that wouldn't trivialize the game, so I think you'd have to look to level design.  A bigger hallway and door to start that level would help a bit, but it would make it different from the other levels.  I would suggest moving the glove from close to the floor to floating somewhere not near the ground so once the player is out of the hallway they can jump straight in rather than wrestle with the floor stopping their momentum.  

Really fantastic job guys, I look forward to seeing more from you! 

(+1)

Thank you!! We were very proud of the shading as we learned very quickly that Unreal and NPR do not get along very well, unfortunately we didn't give level design the time (or testing) it needed, and while I wish I'd figured it out sooner, I'm so happy to have learned it like this too. 

The fire extinguisher thing I had no idea of until reading your post and that is really funny, we also noticed that our first instinct was to chuck the extinguisher away when trying to spray lol.

We did initially make it so that you didn't stick on floors at all, and then set it to the shift keybind as we kept colliding with corners that looked passable, to be honest just designing the level with that and scaling up the door is a much simpler idea and I wish I'd thought of that!!

Thanks again for the post (and apologies it took me so long to reply)!