Glad you liked and could beat it :) Thank you for playing
brandtware
Creator of
Recent community posts
We noticed the speed-issues too and will revisit that. At first we planned them walking to different checkpoints AND if the character makes to much noise even to him, but I couldn't start getting into 3d-navigation, so that's a future-me-problem :D In that case, there would have been stops, which would have reduced that problem. It is possible by now, it is just a bit hard on some of them. Glad you liked it, thank you for your feedback and for playing!
Haven't seen the movie yet, but I get that you find that connection. We need to update the collision boxes in some places to prevent getting stuck (or maybe a restart-checkpoint-button if we are lazy) but there is need for finetuning on the different cameras too that they complement each other better. Thank you for your feedback and for playing :)
As an ui-prototype it is fine, but in its current form there is little reason to use any other skill than the hat-skill, because it does the most damage as far as I can tell. In a one-on-one combat to find a good use for a defend-skill there has to be some kind of indicator that a strong attack is coming. As long as the enemy uses his attacks at random you are probably better of just trying to out-damage him. Strong skills could need a cooldown, that you don't spam them and ignore all others. The hat-switching seems interesting when more types of enemies are available.
The art has a raw stlye that is charming. The TV-head... moderator? looked cool too. It has promise, but it needs more work ;)
The maps aren't tilebased, which would require an entire rebuild of them. Mummies standing/pausing was initially planned with them actually hearing you when you run into obstacles too often, but was scrapped because I have no experience with 3d navigation by now, so they currently walk a static pat . Glad you liked it, thanks for playing :)
Hey, thank you for playing. I get that it's a bit tricky without direct controls, but from our perspective that was the whole point :D We wanted it to be difficult to control, BECAUSE you tell someone on the radio what to do :)
As for fun dialogue, we actually had some as pseudo-speech-bubbles if you run into a wall to often and even every time you shove a mummy, but I couldn't wrap my head around the math of translating the 3d space of the monitor-scene to coordinates in the watchroom-scene and a lot ended up being outside the viewport (and we are very sad about that). If you stand somewhere near the center, you might see this. We didn't have enough time to voiceover everything, as we added sound just a few hours before the deadline.
Thank you for your feedback :)
I tried a few times, but it currently seemed bugged. After two or something successful candy collection minigames the further ones just hang after a few seconds and gave me a random amount of candy. I always failed the chocolate minigame, because sooner or later a tv hunted me down before I found the portal. Don't know if the map is a bit big for that (if there is just one portal?). The artstyle was cute and I liked the idea around gathering monsters so they gather for you, but I didn't get far because of the minigame problems :(
After playing some different plattformers I had to familiarize myself with your jumps but finally I was able to complete it. I had fun along the way, good game. There were a few bugs though. You can jump into the first plattform if you mess up the timing. One time I jumped onto a skeleton and couldn't move anymore. And after a few deaths the crt-effect (which is very cool, I wanted to add one myself but didn't find the time) was too strong so you couldn't read the intro text properly. Regular ingame-talk was still fine though. Cool game, good job :)


