"I am completely <???>" Look at the hat rack. This puzzle requires a slightly different form of thinking.
Bonpsi
Creator of
Recent community posts
Unforunately I can't recover your save. Due to the poor way I was previously saving data, the deserializer just times out because there's to much to work through.
I've fixed how saving works now so it should work from the beginning, but if anyone is also experiencing this issue (And because the game's still a bit buggy), I've uploaded V1.31. This version has a dev command to toggle gravity, so you can skip puzzles you've already done. If anyone sends me a DM on Twitter, I can pass you the command.
Hey, I did a little bit of optimization and I think I've fixed the movement bug, so you should still be able to move even if there is stuttering. It should take a while to load in the first instance, but if you pressed undo once and save the game by quitting, it should load much faster from then on. Hopefully the new download improves performance.
There's a huge amount to love about this game.
I love the mood and the music and the art direction. Its so consistant, in fact, that I would argue you could turn the background into some sort of stock footage that tells a story as you play. It feels a lot like your watching secret found footage.
Also, the bullet movement and the patterns are very balanced and fair and the sound design is great too, especiialy with the static effect that plays when the player gets hit by static. Really good game.
I really love the art aestethic on this game. It's bright, but it's still readable. I couldn't get the plague to corrupt my potatoes though, they were all fine at the end.
One critique I would have is I think the intensity of your lighting is too high in order to create the purple effect. I'm not too familiar with Unreal, but it might be better to lower the intensity and then make the colour bright using a post processing effect. At the moment you have a really bright single light source that's eating up the GPU (I think).
I really like the combination of music, art and the font too, it really works well together to set an eerie, calming mood. You've gone one step further though and managed to link the game mechanics to actual meaning, which is really cool.
I'm going to interpret this as the player is a box and the 'Red' person is a hole? So, your pushing boxes into holes the entire game and the last hole to fill is you? (That's my guess).
I really like that currency is tied to health. So, the better you play, the better stuff you get. I don't think the healing is quite working? I couldn't get myself to heal.
You've laid it out sort of like a Zelda dungeon, but I think it might work better as a battle game that takes place in one room with enemies constantly spawning and you could open a menu to buy upgrades. (I don't know).
This aesthetic is absolutely beautiful, I've never seen anything like it. Also, the music fits it perfectly. ALSO, the gameplay is a really neat idea, however, it's really tricky to get used to. I think you might've got used to it from play testing the game so much, but for new players the first few levels are just really really hard.
It is a really pretty game though.
It was neat. It's pretty balanced, but I think you should cap the number of enemies that appear at once, or cap the number of bullets enemies fire because it can become too overwhelming and make it impossible to play. The music and sound is great, but it's on mute by default? I didn't notice this while playing, but does shooting a specific colour demon refill that same colour bar?
Also the interactive tutorial is really neat.
The art in this is top-notch. I didn't get to the end, I think it's a little too hard because sometimes things will appear at the top and bottom of the screen and you can't move fast enough to shoot them; maybe the ship should be a little faster, or tilt a bit.
There's something interesting about having the cargo your protecting move around you like that. It would be interesting to see a sort of version of this where instead of scrolling the debris comes from all sides and moves towards the tuna. You can move to shoot, but this causes the tuna to swing, which creates a balance between shooting and protecting the tuna? I don't know.