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After playing the game, and seeing comments about the camera moving too slow, I realized you got caught in dev hell where you need to keep everything from being too visible all at once in order to keep the last level from being trivial but by doing so you had people turned off by it. Damned if you do and damned if you don't; a situation I recognize :p. But the concept of spotting the fake based on kinetic parameters instead of static features is a good one that I haven't seen done before, so if you expand the game post-jam to meet your original vision without the franticness of trying to finish by an insane deadline then maybe there are ways to do it like having a cycle of actions with true aliens following the same cycle but starting at different positions within the cycle so there's less (or no) need to not show them all. And there are likely many more ways to do it, so plenty of fertile ground.

Yeah...dev hell tends to be my biggest struggle during game jams XD I'm glad you liked that mechanic, I wanted to have a bigger variety of fakes that all differed in behaviors but ran out of time.    I do like your idea though of putting them all on the same screen but changing where they are in the cycle so it is less obvious which are fakes initially.  Would probably need more behaviors to make that work, but I certainly see the value.  Thanks for your comment!