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Cool idea with, unfortunately, questionable execution.

I think the biggest things that the game does that shoots itself in the foot is the level design. I'm unsure if it's intentional that many of the stages obfuscate enemies behind walls, but these end up feeling quite awful to play. If this *was* intentional, I think you would be better off changing the affordances to something else like the level being in the dark. There's a pretty significant strategic cost to limit the information the player has by so much, however.

There are also cases where (it at least would seem) that level transitions can instakill you by dropping you in a pit. Or maybe spawning an enemy on you? I'm unsure of what exactly is happening, but I suspect it is one of those two things.

On a minor note, I think that the enemy hurtboxes and/or bullet hitboxes should be bigger? There were multiple cases where the small enemies seemed to phase right through a projectile- at the very least it definitely seemed as though my attack should have hit them.

It'd be nice to see this with some of the most glaring issues cleaned up and maybe with some more strategic variety between the weapons- could be pretty cool! Nice entry, regardless 👍

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what foot?  all the characters in the game are blobs or circles :>

Jokes aside, thank you very much for taking your time to play my game and writing your critique. To answer some questionables; yeah, walls were meant to block your view, with the layout with the huge wide wall in particular being meant to be unfair, to give the player one area to dread getting (I guess the theme put me in a party game mentality). But if other areas with thinner walls are also causing a problem, then that’s definitely something I’ll consider if I ever expand upon this game

I’m pretty sure instakill issue is from enemies spawning, I did make a failsafe to have them not spawn too close to the player, but it was made when the only enemy type I had where the ones that run towards you and never went back to adjust it after creating other types, some can sometimes still be at close enough range to shoot you before you can even react

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Ah alright :) If you plan on continuing this project any, I'd recommend changing the way the obfuscation is themed, as right now it feels frustrating that I would assume the character can see, but I as the player cannot. As I mentioned earlier, having something like a dark room would make it more clear to the player that it is very much an intentional design decision rather than feeling like I'm fighting with the game rather than the challenge it presents, if that makes any sense.