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(+2)

Hello! I played your game and I have some feedback!

  • I like the pink 'bloody' handprint in the lab. Gives a spooky vibe!
  • I was confused on the robot's health bar at first. Eventually I figured out that it's the speed of the gears in the corner, but that's not easily readable, tbh.
  • That death screen is like a jumpscare. Maybe intentional, given the horror vibes but. Yeah.
  • Do the monsters ever lose track of you? I got them off the screen a few times but they always seemed to come back.
    • I never got to make that upgrade but is the only way to fight back the upgrade that confuses them?
  • The tutorial said 'activate all generators to leave', but the levels just have a specific number of generators you have to activate. I was confused on my first run when it let me leave after only winding one.
  • Actually winding the generators is a bit strange. I thought I would have to click but it seems like the bar almost 'runs away' from my mouse pointer?
  • The tutorial says you can only activate 1 upgrade from each "page". Are the pages the left and right of the upgrades screen? I didn't seem to be able to actually turn the page.
  • I do appreciate you having a tutorial though! It was pretty useful!
  • There was no sound for me, I'm on Linux, Pop_os! specifically. Not sure if you just didn't get to that.
  • I thought I froze the game at one point because I couldn't close the workbench. I eventually figured out you can just walk away from it, but that was not immediately obvious to me.
  • I did not get a good sense of what was a 'passive' vs an 'active' ability? Like which ones you have to press spacebar for and which ones are just always on.
  • The 'Metal' pickups looked like planks of wood to me. Similarly the wire kind of looks like a spring, but that one I can see more than the metal.
  • I did really like the floor texture in the actual dungeons where you control the robot! That looked really nice.
  • This game seemed punishingly hard to me. I never made it past the second time you go in the dungeon. I eventually decided to try to collect for specific upgrades on my first dungeon delve, but staying too long always killed me. Only once did I get 2 upgrades at the same time.
    • I'm not sure if this is supposed to be a Roguelike, but if not maybe checkpoints after each dungeon run would help with this!
  • You seem to move a little faster diagonally, I think? Could be wrong but it seemed like you do.
  • The enemies, do they have different behaviors or just different sprites?
    • It seemed like the smaller eyeball monsters would eventually get like 'afraid' of me and run away, but I think that may have been a pathfinding bug.
    • I liked how the monsters got blurry sometimes! It added to the 'horror' of them!
  • The one time I managed to get 2 upgrades I craft 'Electro Motor'. I thought it would heal me, but if it does it was not noticeable to me. The description says it "Spins your gears". I'm not sure what that actually means?
    • The other upgrade I crafted was 'Scanner', which is active but shows you all the monsters and item locations. This sounds really useful, however there are just so many enemies on the map that when I activated it there were so many arrows it was not all that helpful to me.
    • The cooldown bar of the activated abilities looked like a mini-game to me. Actually, I'm not 100% sure it's not, it could be a mini-game tied to Electro Motor I didn't understand and was failing which is why it didn't seem to heal me?
  • I appreciate there being a pause and a main menu! A lot of games I've rated for this didn't bother.

And that's my thoughts on this one! Hopefully that comes off as constructive and not negative! My goal is to help games improve! I feel bad that I didn't get to see the end of this one (if it has an end) but it just seemed so difficult that I was getting frustrated. It was a really cool idea, I just think it needs a little more polish!

Have a wonderful day and good luck in the Jam!

(+2)

Thank you for your review. I programmed the game so I will talk mainly about stuff from technical point of view.

Winding the generators works just by following that handle with your mouse. We choose this because it prevents players from spinning that too fast.

We also know about how difficult our game is. I even compiled a easier version after the deadline which I will post to our page after this game jam ends.

Yes,that character moves faster diagonally. We kept that in because we just got used to it and made it possible to run from enemies, but made it harder than just going away in one direction.

Every enemy in this game has the same behavior core. They use the same path finding function and same detection stuff, but every single enemy type has different values for those functions. Here are those values. 

GameObjEnemyEye::GameObjEnemyEye(TextureWrapper image, double x, double y) : GameObjEnemy(image, x, y)
{
    moveSpeed = 165.0;
    smellMemSize = 0;
    smellDistance = 0;
    seeDistance = 16 * 64;
}
GameObjEnemyGuy::GameObjEnemyGuy(TextureWrapper image, double x, double y) : GameObjEnemy(image, x, y)
{
    moveSpeed = 115.0;
    smellMemSize = 4;
    smellDistance = 8 * 64;
    seeDistance = 8 * 64;
}
GameObjEnemySniffer::GameObjEnemySniffer(TextureWrapper image, double x, double y) : GameObjEnemy(image, x, y)
{
    moveSpeed = 145.0;
    smellMemSize = 8;
    smellDistance = 16 * 64;
    seeDistance = 4 * 64;
}

That thing with them running away is because eyes can't smell you so after they run to the last place where they saw you, they just go back to running around aimlessly.

We know our game has many issues, but most of them are mainly caused by us running out of time. We could have used an engine for this game, but I wanted to practice C++. I have been using this language just for half a year so I had to learn a lot. Hope it explains most of your points.

(1 edit) (+2)

We greatly appreciate your review! I am the artist for our game.

  • Since the theme of the game jam is "spin to win", I thought that spinning gears as an indicator of health would be easily readable. The use of something creative without any text was the goal.
  • For the generator it is necessary to hover over the bar with your mouse, that was our way to differ from the usual "dragging it with your mouse".
  • Only 2 upgrades can be equipped, one from each "page", or more correctly "side", I thought a sort of notepad would be cool looking for the inventor, therefore I called it a page and no, there are only 2 pages, the first one has passive upgrades and the second one upgrades that you have to activate with the spacebar.
  • There is unfortunately no sound, as we didn't have the time to implement any.
  • The metal is based on the appearance of the robot, which is why I have chosen the brown colour and it also doesn't blend in with the floor. It never occurred to me that it may look like a wooden plank, or at the very least not up close.
  • The difficulty of the game is based on our skills of beating the levels, but I agree anyone else could have trouble for sure.
  • Walking diagonally is in fact faster. We didn't consider it as a bug, but more of an accidental but a welcome feature that you could make use of.

The majority of our problems occurred due to the time limit. Once again thank you for your feedback! Have a great day and good luck to you in the game jam as well!