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I think this is a really awesome idea! In execution, I don't know if it really was communicated through gameplay. You have a wonderful scoring system set up and the glowing effect is really great. I think the biggest thing was aside from the opening cutscene, I didn't feel a relationship to the player or needing to impress them. It just kind of felt like play or get a game over, same as any other game.  I understand this would probably be a pain to implement, but having other AI moving around with you shooting things would add a huge sense of needing to do better than them or they'll be kicked out. I also didn't understand the person who needed to be saved or how to do that. Anyway, I think there's tons of potential here for something really special. I look forward to seeing where it goes in the future!

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Haha thats what I get for taking risks. Yeah I was thinking about having AI around you shooting things but that would be difficult to implement and balance. What I am thinking to make it more obvious is to have a dungeon map where you can see where every crewmate (collectible) is assigned to. So that way it would feel like you and the crewmates are being controlled by the player/captain and assigned to locations. I think that would make the game more interesting. I'll plan to do that if I make a post-jam version. And I probably should make the instructions for saving Mikan more specific, but you were right: its pretty much fighting all enemies in the level. And thanks for the video, it was entertaining but also really helpful at the same time. I'm glad you enjoyed the game! :)