Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I see the outline you guys are asking but I'm just going to free form it if that's alright. I'm typically not a fan of escort missions especially for games where you have an npc tethered to you at all times. But in this case, it really didn't have that strong of a baby-sitting element from the sounds of what you were aiming for. I think it's an oversight that you don't have to bring the VIP to the end of the level. The game only cares whether or not you reach the end of the level even if the VIP is stuck in the trees at the start of the level. The game allows you to abandon your prime objective. 

The controls were fine, I think you should implement a cool down or something for key presses. Spam clicking makes you attack faster than the swing animation. And you can basically b-hop if you spam space. Granted not as effectively, but going up slopes, you'd gain a lot of speed. 

Speaking of which I don't understand why the game takes place in a forest. Like thematically why you and this VIP are being hunted down by the pill creatures from the roblox game Blamo doesn't make sense. The main thing about the current game is that I can see where the exit is and just wade through the trees and skip the PVE.  If you don't want to have invisible walls, maybe just have literal walls and put the setting in a town where you have to escort a golf ball that has a monocle and a mustache to the bank and have all the enemies be muggers or something and put stripes on them and a bandit mask or something. 

The enemies don't switch aggro which I think is strange. Because they should be focusing the VIP should they not? Every level after the first played the exact same. I think this game would work better with a ramp mechanic where the game gets harder as you pass levels rather than having each level have the same concentration of enemies. I mean yeah, you need upgrades for like health, speed, damage, all that. But also have prevention measures to make sure you can't abandon the VIP and so you can't ignore all the enemies. Overall it's a strong foundation. 

I'd be more careful or at least attentive how detailed you want to make the player model given how low poly the vip and enemies are. I honestly think making everything look like pills or just slapping decals on the pill enemies to make them "different enemy classes" would be pretty funny. I don't think audio is that big of a priority for you guys, but it would be nice to have an indication on whether I get hit, or deal damage to something.

Extra notes:

Maybe put some art on the main menu.

the options on the main menu closes the game.

add a pause menu while in the game.

gameplay footage if you want to watch somebody play your game