Thanks so much for the feedback! I'm glad you enjoyed the small details :) Yeah, the difficulty curve is quite rubbish. I will address that in a post-jam version.
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The theme of the game is cool, and the combat and repair mechanics are refreshingly different :) The art is solid and fits the theme.
I think the game could gain a lot from a bit more variety, either by adding different enemies, or more options to combat the blobs.
Thanks for the feedback! :)
Haha! In the beginning I was terrible at my own game, too, but you'll internalize the switching after a while - then it gets easier :)
I'm planning to add audio feedback in a post-jam version.
Thank you so much for making this pack!
The icons are fantastic, and I really like most of the textures, with two exceptions:
- Spruce logs look a bit too mushy for my taste.
- Personally I'd prefer it if polished andersite didn't have that green tint. I often mix it with stone bricks, and now it really stands out.
Some screenshots: https://imgur.com/a/UnB8a
Are you planning to finish the pack at some point in the future, maybe after NYKRA?
It's a small game, but there are so many things I like about it, down to the font in the main menu. The music fits the atmosphere perfectly and really helps to immerse you into this small world.
I'm looking forward to seeing more of your games :)
Nice idea for a game :) It would be cool if picking the locks would become more challenging over time. Right now, once you understand the basic mechanics, all locks can be picked quite easily. For example, you could change it so that the pins have to be set in a specific order. That's also how lock picking works IRL if I'm not mistaken.
Well done! I like that you can kill the zombies Mario-style by jumping on their heads.
It would be nice to see how much health and ammo you have left. I did get knocked into walls occasionally, too.
Not sure where the conception comes from that rogue-like gameplay is modern. Yes, is has become popular to add rogue-like gameplay elements to your game, probably starting with Spelunky, but they are called rogue-likes because they share gameplay elements with Rogue, which is an RPG from the 80s. Rogue-like games like Hack or NetHack have been around for more than three decades.
Plus, just because levels are procedurally generated doesn't mean that the creator hasn't put a lot of work into the algorithm that generates those levels.