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(1 edit) (+2)

I'll be honest, I went in with pretty high expectations. Out Of Order was really good, and Ja Wizardman, though very late, was amazing when it finally came out. I'm happy to say that this game met or exceeded them!

The modeling, animation, voice work and storyline are all weird and janky as hell, but they're hilarious and work perfectly for a game in this jam. In particular those fancy mouth animations had me laughing out loud. In terms of length and pacing it's about perfect; it's long enough to be a satisfying play but moves quickly enough that it never gets boring.

The combat works well enough for a so bad it's good game, but it could be better. In particular the guns lack impact and aren't all that satisfying to use. I think if the game were longer or more serious it would become a greater point of contention, but as it stands, it's fine. It's an improvement over Out Of Order, and I'm sure the next game will improve again.

The ending was amazing, and I'm looking forward to the crossover (please tell me that'll be a real thing, it needs to be a real thing).

EDIT: I accidentally a sentence.

(+1)

Hey man thanks for playing! I'm happy to hear I managed to reach the highbar I've set for myself previously.

Yeah if I learned anything from Ja Wizardman and Out Of Order its that less good content is better than more bland content. I think this time I managed to squeeze in more gags than Out Of Order while managing to add in a bit more of the ambitious aspect of Ja Wizardman. So I'm glad you agree I hit the sweet spot.

Yeah the combat is something I wish I had more time to improve on, but much like Out Of Order its kinda something that had to be left at "good enough". I know I definitely didn't wanna get super complex like Ja Wizardman, and I wanted to avoid having a buggy weapon system like Out Of Order did before patches. The lack of impact on the guns was intentional for the revolver, hence why it has a literal toy cap gun sound effect, but I agree that the rifle should have had more oomph. Shooting does actually add force to enemy bodies, but only really after they're dead. I was unfortunately unable to figure out how to implement it properly such that the force would be applied on the shot that kills an NPC. I would also liked to have added hit reaction animations to enemies but that just got cut off due to time restrictions.  I definitely have some ideas for improvements, and I plan to go over some of them when I do a post-mortem for this game after voting ends.

A crossover is definitely intended, its really just a matter of me having free time. I've left Mallone inactive for far too long. I figured you would like it lmao.