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(1 edit)

This was a very different concept and interpretation of the theme from what I've seen anyway and it definitely had an impact on the gameplay, though, not a ton mostly since the binoculars show everything.  But it does make it a little difficult since you have to keep in mind that you can't see anything except the invisible walls with them on, unfortunately that doesn't really get used a lot. 

It would've been great if there were more enemy jumpscares and stuff abusing that.  Someone walks through an invis wall and get jumped somehow.  Probably not insta death, but some sort of scare would definitely make you a bit more cautious through the walls.  Although it's not helped by the fact that the enemies can't really kill you.  At least in my playthrough I seemed to keep getting healed throughout.

Not quite sure what was healing me though since there wasn't much feedback on gaining health same as losing health unfortunately.

Which leads into my first suggestion, which is feedback.  Sounds, particles etc. just to give some feedback on thing as happening in the game would definitely help to make it understandable as to what is going on at any given moment.  Cause currently it's very vague as to whats happening or whats' changing throughout.


Though that makes a bit of sense cause this is a jam game and feedback can be a little difficult to implement depending.  Putting it in would definitely help a ton though.  Also I do feel like some extra "not real" things would mix up the gameplay a bit, cause at the moment it's basically a very long level for 1 boss that just goes from very similar room to room with lots of Beans.  maybe more variety in enemies could also help, although the enemies currently do need some tweaking.

Mainly the fact that they don't move is a little weird, though it does seem like they may have been trying to and were just bugged and if so great, long as they work that would help.  But also the fact that they shoot based off a set range makes them relatively easy to beat assuming the weapon hits due to the fact that, at least from what I can tell, your weapon has longer range than theirs does.  Which is definitely lowers the overall enemy difficulty quite a lot.


Overall though an interesting setup for a game with the core mechanic, at least in my mind, depending how you use it though.  I do feel like a range limit would be a good idea and like I said some more variety would mix it up.  Also maybe some sort of general limitation on the binoculars would help to increases the difficulty of the invisible walls.  Since currently they're relatively easy to see, with or without and the binoculars just give the answer to you anyway, a charge system or something could help with that.


Oh also, last thing, there is a bug where if jump up and run into a wall you can almost "wall run" forever.  Which considering the enemies can't seem to shoot up definitely makes it possible to cheese every encounter basically.  Just figured I'd mention that bug to you.  Specifically you have to be walking into the wall while in the air.