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(+1)

The game had an interesting concept, however, some of its execution could be improved. I wish you didn’t need to press the mouse button for every arrow and instead hold it so that arrows are shot constantly. It’s weird that, whenever I lose, I’ll just respawn with the same number of enemies, and in the same location. Without having the crossbow at hand, I can only die faster. The reason why you can’t pick up skulls isn’t obvious, which leads to more confusion once you start to pick them up.

(+1)

Thank you for playing my game!

The respawn thing with the enemies still in the room is because it's not you anymore, it's the other prisoner! xP (And it was made to fit the loop theme). If you die, you drop the bow, in order for the next prisoner to pick it up.

For the skull thing, the collection becomes available only when the "boss" (the larger enemy) dies. Then you have 30 seconds to collect 8 skulls in order to open the hatch (witch leads to a win). As soon as the boss dies, the doors at the top start spamming enemies. If the boss respawns (30 seconds) and you haven't won yet, you drop all the skulls, and have to start over (kill the boss > collect another 8 skulls > find the hatch to escape).

The click-to-shoot thing is a recurrent complain, I will address that issue after the jam as you suggested (by having a rate of fire and just holding the lmb). :)

Thank you very much for your feedback!

(+2)

Understandable. In that case, if would’ve been great to have a visual difference between prisoners, just to express that idea.

About the time limit, a timer would do wonders to let the player know what is going on.

And sorry, I totally forgot to congratulate you on my first comment and it only seems that I focused on the feedback, but congrats on submitting a game! It’s not an easy feat at all, and it’s great that you’re continuing your work after the game jam ends! Good luck with that!

You are right, I didn't thought of making some differences to tip the player that it's another prisoner. I did thought about implementing the boss timer, as you suggested, but I guess I forgot. I'm still learning how to properly plan a game and do the pre-production steps, so I don't have to come up with stuff "on the fly".

I will improve the game on the feedback that I received, but will not move forward with it too much, as I'm wanting to try other concepts, like, I've played some Point-And-Click games that I really enjoyed, and that type of game bring me so much nostalgia, so I will try to make one myself :)

Thanks again for your time, and don't worry about the congratulations thing :D

Btw, I played your tower defense game again and was finally able to shoot! Hahahaha xP