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Woo! Kemsyn knows how to do first person gun combat. That double tap is just really satisfying. I loved the creepy enemy graphics (with cool death and hurt animations), really good sound engineering, and a strange futuristic setting - all so iconic of Kemsyn games. I like the combat - to me it is just resource management, knowing exactly how many hits to kill babies, maximizing grenade efficiency, etc.. Dialog I found well written, and I personally don't trust any of these dead people.

For the jam, I think it was a bit long and grindy. I love killing loads of babies as much as the next guy, but I went a bit over 30 minutes and had to rush to get to the end in a reasonable time. If I had played before submission, I'd suggest:
- fewer mobs, higher rewards
- less wandering - maybe cut the walking about in half by shortening hallways
- maybe begin with one MP ability, and remove that many chests
- a bit more baby robot variety - a color change for say a magic user or a healing baby would be nice.

That would have shortened the game, offered more variety, and given players a chance to explore different endings. I'm also curious what happens if I let certain characters die and pick different dialog choices. I think a save point before the last rest cut scene would be nice for players to explore the options and endings.

Thank you for the eerie, robobaby shooting experience!

Thanks for the feedback, Human,  I wish I joined your server earlier so I had time to make use of it. I'll definitely refine the exploring a bit  if I decide to continue this story. I actually wanted to do loads more things but had to cut a lot of ideas as the deadline drew closer. It's a good thing I stopped where I did :)

The choices you make throughout don't have much impact on the story other than different dialogue, the choice at the end is the only one that changes things drastically. You can actually save just before the major decision if you'd like to experience both endings.