i cackled when i realized the cleverness behind your interpretation of 'one room'. nice tower defense game!
bobosupreme
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Thank you for your compliments!
I think we learned as more people played it that it is much more difficult for some than it is for others. Vimlark played it on stream and had an incredibly difficult time with it, even with the screenshot. Some people just don't really have a very strong visual memory. Good suggestion though with adjusting the difficulty curve.
very interesting game, i actually found the change of style and general layout of the game to be really refreshing. the dialogue was simple and snappy, and the game itself was really straightforward, just taking you through the agent trying to find the bomb, and talking to weird people along the way. i think with a little bit of polish, this would actually be a really good game. probably some basic sound effects and a more cohesive visual. i enjoyed this!
thought this was a really solid take on the hotline miami style of gameplay.
loved the bullet tracing effect, and the tutorial was really helpful. probably one thing to watch though is the camera shake. it was pretty intense, but otherwise this would be a really solid foundation for a longer game. would love to see more levels just kind of ramping this layout up!
very interesting escape room game! i really liked that you can actually control a dude as you try and figure it out, adds a lot of engagement for the player.
i was also very surprised by the secret tunnel area underneath the room.
overall, i think this game would benefit from more clear instructions. its a little tricky to figure out what you can and cant do, but i really like the direction this is going in, and the controls felt very good.
thank you!! steve did a really good job with the ui and the animations.
good thinking with the wall of text in the help bit, it definitely is a little intimidating. heard from a few other people as well that they would have liked to have screenshots included somewhere in the gameplay loop, so that would probably be a really useful future feature to implement.
thank you for playing and commenting!!!
thank youuuuuuu : D
good point with having a basic tutorial. i think if you're around the game too much, you forget that the initial experience of the game can be confusing with out a built in explanation. also with the feeling of completion, its definitely a good idea to have an ending or 'high score' as well.
thank you for your kind words! really enjoyed your entry as well!!
thank you for the compliments!!!
yeah, i think we realized a bit too late that you sort of have to put the directions directly in the path of the player because most games explain what you do with like a tutorial, so you naturally come to expect it.
good idea with the tedium and repetition . i definitely really like the idea of the ideas randomizing in location around the room, or having a few different predetermined layouts.
very interesting idea here. i like the art and the story of what is going on is really engaging.
i would recommend, however, giving the player a little direction in the very beginning. i thought the game was broken the first few times when i opened it until i saw someone else play it in a youtube video.
additionally, the sound effect in the therapy room changing every time you go into the bed room is pretty jarring.
anyways, very interesting mystery game. i like the concept and would have loved to see a longer story.
i literally could not stop playing this game. the only thing that stopped me from playing this game for 3 more hours was the balls surpassing 3000 speed. they were moving so fast they crashed my tab.
incredible.
from the satisfying sound effects, to the subtle time slow effect when you hit a ball with more strength, to the minimalist but very pleasant pixel art, to the well thought out enemies, i could not have thought of a better example of managing scope. you kept it small, and executed on your idea impeccably.
only critique is maybe to try and add more insane enemy ai to the game that can circumvent high ball speeds. once you upgrade 'decrease deceleration' enough, you've effectively got a laser beam that sweeps the room. i won't lie, i did love this. also, i would make hearts muuuuuuch more expensive.
anyways, this game was like crack. love it!
EDIT: also, i laughed out loud when the game ended and it said something like 'you can sleep safely now'. the idea of a man ruthlessly smiting invaders in his home (that no longer have any chance at survival) just packing up and going to bed was incredibly funny to me.
i literally could not stop playing this game. the only thing that stopped me from playing this game for 3 more hours was the balls surpassing 3000 speed. they were moving so fast they crashed my tab.
incredible.
from the satisfying sound effects, to the subtle time slow effect when you hit a ball with more strength, to the minimalist but very pleasant pixel art, to the well thought out enemies, i could not have thought of a better example of managing scope. you kept it small, and executed on your idea impeccably.
only critique is maybe to try and add more insane enemy ai to the game that can circumvent high ball speeds. once you upgrade 'decrease deceleration' enough, you've effectively got a laser beam that sweeps the room. i won't lie, i did love this. also, i would make hearts muuuuuuch more expensive.
anyways, this game was like crack.
this is a really excellent game.
the polish is impeccable, the sound is perfect, the music is perfect, the art is perfect, the ai is incredibly complex, and the game design itself tests the player's patience and punishes them harshly for getting greedy with ventilation.
i'm really not sure what you did for the ai, but whatever it was, it fooled me for a few brief moments into thinking that i was dealing with actual players moving around the prison.
excellent work!
sooooooooooooooo good. the art is of course impeccable, and the mechanics overall worked quite fluently. the animations have a lot of personality and detail, and the squash and stretch in the jump feels and looks really nice. i also love the coin pickup animation.
the music and sound effects are fantastic. for whatever reason, i stuck around love enough on the menu to hear the entire menu song and was rewarded with a cool little anthem that i otherwise would have missed. the music in the game was quite good too, and really bolstered the feel of a light hearted temper tantrum through the tower. sound effects were excellent as well.
so good. can't wait to see what you make next.
this was a very interesting play for me that i enjoyed overall.
very cool idea to have a map that launches projectiles at the player that they can't see coming, and so they have to zoom out to see it. i quite enjoyed that. and also that the waves naturally get harder as the floor gets blown away.
some basic sound fx might have really bolstered your game, as well as more responsive shooting and collisions.
overall, very interesting concept.
thank you for the compliments! steve has super good taste with visuals.
definitely a good idea regarding adding something to make it a bit easier for players to remember the original room, or at least show where they went wrong. a few other people mentioned similar struggles.
thanks for the kind words and feedback!
really nice art you got here, lighting effects were definitely worth it.
also the thumbnail and menu image is great. good call putting a lot of work into that drawing. helps tell the story as well.
your ai was pretty smart, which i liked. i know ai can be a huge place for bugs to pop up, so bravo for creating a bugless stealth-type ai.
nice work!
really nice art you got here, lighting effects were definitely worth it.
also the thumbnail and menu image is great. good call putting a lot of work into that drawing. helps tell the story as well.
your ai was pretty smart, which i liked. i know ai can be a huge place for bugs to pop up, so bravo for creating a bugless stealth-type ai.
nice work!