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ALaborate

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A member registered Nov 13, 2019 · View creator page →

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wow, thats a ton of work you did here. Impressive. 

oh. All this smacking of bad guys that do not do anything bad, they just keep coming. And they are so helpless. It actually made me reread wiki article about Ghandi's Salt march.

I wish there was some rationale for their badness, cause beating them for no reason as they randomly move feels wrong.

Despite that, I had some fun. Especially when trying to make combos (2+ enemies per hit). 

:)

From a description written it sounds like a good idea. But...

Guys, I've barely get that transformation is binded to 'E' which is especially inconvenient since WASD doesn't work on my machine and I had to use arrows. 

+Also I didn't see a laboratory. Or any endgame goal for that matter.

Which is a shame, cause the idea sounds funny. Wish you well.

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Its thrilling. And beautiful. And well-paced. Thank you for that experience.

One point of critique. I wish you expressed connection with the theme in a more explicit way. So that a players wouldn't have to guess something like oh this portal it like breaks a mask of war reality to show a peaceful past.

Well, I didn't get how, but on the 4th try I was victorious. 

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Whoa, thats some atmosphere, enjoyed the style of it. I also like the idea of levels with infinite mode at the end. And, AFAIU, introduction of new "statues" progressively with levels. 

I didn't really understand what are changes between levels 2-3-4-5 apart from needed highscore. 

I love cues on each statue and the color-matching component of it.

I have suggestions.

  1. Score increment dependent on time of wearing correct mask. Incentivize being quick.
  2. Smaller levels to content ratio. The most exciting moments are those when I see a new statue and have to quickly decide what mask to use. When I see the same statue over and over again, it becomes boring. So either less levels or more statue content with strong preference on the latter.
  3. No-cues mode. Have cues for the start but when player becomes more experienced remove cueing drawings and make them decide on the statue as a whole rather than color cue. You can progressively strip cueing features like start with color (make drawing black on white), than remove the drawing altogether, than decolorize other color elements on the statue or even add some decoy color. 

I didn't use your music yet, but I'm sure I would. So thank you in advance!

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Oh, I have a practical suggestion as well. I would like spell to be additionally mapped to LMB, or shift. I need my right hand on the mouse to press this Retry button every now and than, so Enter is out of reach. While Z conflicts with fingers used on WASD.

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On a sidenote, I really don't understand what are the brown cloudy things. They seem to do nothing bad and nothing good. Don't really understand how they are supposed to fit into the game. 

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I am always dying from falling and newer from health lost. Its hard to grasp movement. I wish at least the map was bigger, than I would have more space to evade enemies and concentrate on movement.

Also, because enemies are moving diagonally (directly after me), I feel entitled to have ability to shoot anywhere where I point (as opposed to shooting on cardinal directions). 

Enemy spawns are too unpredictable. In other words, I didn't like enemy appearing right before me in a middle of a map. I would suggest spawning them (since they are flying) on the outer bounds of the map.

Overall, it looks like a good start. IMHO it has to improve a little bit to create a sense of flow. 

Actually, a stark contrast between peaceful menu music and battle begs for a victory at some point, preferably sooner than later, with return to peaceful music again. 

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I like music choice and cover art. Gives a good initial impression. Tutorial is simple and effective. The gameplay is solid. I played for I think 30 minutes (in WebGL). But now I really lack a vision for the endgame. Like where is the Victory. Or even any progress. 

Which gets me wondering, is this game endless? 

Some suggestions:

  • Loop battle music in-beat (without pause). 
  • Add some progress indication when would I be able to unlock Priest and Druid
  • Actually introduce some choice in the start between ranged and close-quarters mask
  • Add progress indication for the endgame (victory) if there is one.
  • When I press settings -> Story, it is good to see a tutorial, but it is unclear why the story begins over from the start (full health and staff like that). Either continue play from where it was before pressing settings, or rename the button.

I had a ton of fun playing firefighter, saying 'hey, move your arse you idiot'  to the electrician while realizing that was me all the way through. Like it.

If you want to further develop it, consider starting with some clicking problem at least in webgl build. Clicking on wire terminals seems not to work if the player stands closer to the box before initializing interaction.

Approximately a month ago I had this grinding long-arse meeting such that I should have attended but had no meaningful impact to make. So I run the game.  

I played on a touchpad. Its possible, but quite inconvenient. I wish there was some hotkey on the keyboard for firing. Also, it took me more than half an hour to beat the game in this distracted meeting setting. I would suggest adding different modes - with different amount of life hearts and different target scores for those who have less time and endurance. 

That said, its a great game. As a person who once tried to create a typing game, I love idea of this one. And it has the feel of completeness. And I like the music (soundtrack) and how it adds to the experience. 

That's cute! Too little content though. Which is especially sad given seemingly elaborate programming side with polished menus, tutorial and staff like that.

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We've messed up our Web GL build, sorry. And sound as well (no music). Please see our trailer video. Especially if you are unwilling to download and run a windows build.

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I'm sorry, I didn't make it. My RTX3050 is dying for some reason giving me framerate below 20. And I couldn't fetch my armor for 2 tries (dropped under the drawer).

Scenes look cute but optimization is killing it. I wonder at this point, do you see any problems with it on your side.

Clarification: I downloaded the build from GGJ page, because you have 7z here. And to me it was much preferable to 2 parts RAR.

PS. Pig saying Tactical retreat was funny, LOLed me

On a technical side, I really don't understand 600-something MB build size. Is this an Unreal Engine thing?



Alright, that was hard. Particularly without prior knowledge of what the whole map looks like.

I'm surprised I've made it on the first try.

Great sound design!

Actually, a neat short game. Love the balance between content and playtime. My respect for usage of 3d.

Yep, I certainly understand the thing about time constraints and glad you managed to make the game within them.

My suggestion was to simply form a correct expectation that adventurers will pop up (which is quite ok) and the mechanic is just to interact with them as they do. By maybe writing it somewhere. No intense coding staff.

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Hey! Nice set of references you have in the game.

My experience with it went in a quite wrong way though. Cause I had false assumption that the game would be point and click and was honestly confused when adventurers poped up on me after hovering my mouse over a chicken and even an empty piece of land. And only after that I figured that maybe it has nothing to do with my mouse input.

Good news is that all that didn't prevent me from scoring 944, which I think is quite enough)

I would suggest adding some hint about the mechanic for people not to repeat my path. Like label 'waiting for another adventurer' or maybe just describing the mechanic in advance.

Yep, now I see it. Thank you!

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Hey! Good game, thanks for it!

I am trying to update it to the new version, but it escapes me where could I get an apk file. I see only an *.obb in downloads(

Wow. Random events seem to be a perfect idea for this game. IMHO