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broomen

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A member registered Sep 16, 2021 · View creator page →

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I'm a huge fan of games that take advantage of different senses and really makes the player use their brain. The light mechanic is so great with how it's implemented, and forces the player to remember things while playing such as platform locations and enemy locations. It's also extremely fair. Overall, this is the strongest part of the game to me, which is great since it seems to be it's core defining trait.

The music and sounds are wonderful, but perhaps implementing a volume control tool would be nice as personally I found it a bit loud for me.

As reported in another comment, I too encountered the bug where it felt like as I progressed through levels my FPS was dropping. By the last level, the game was starting to become difficult to play. 

One issue I had in the beginning is the tombstones which serve as your tutorial are hard to see at first, and since they're destroyed upon contact, I accidentally ran into a few right away and missed out on what they were trying to say. Maybe instead of destroying the tombstone, have it stay so the player can walk back and re-read if they make that mistake and hit the ground running? Additionally, maybe having the special blocks (the pushable block, the spinning block, the moving block, etc.) in the tutorial level would be nice to educate the player and familiarize them. 

Besides that, the gameplay feels good. Your goals seems rather clear and the objectives are very visually obvious. The purple candy is very quickly taught to be a nuisance, but not a nuisance like the ghosts which make it interesting. Sometimes the player has to take on the nuisance to get the objective, creating some interesting moments and decision making. 

The art style and all the different weapons add a lot to this game. It's very visually clear, especially with the player being this noticeable blue amongst the green and brown background. 

I encountered a few issues that I think could help with the game becoming a bit more better. It felt at one point I had an audio bug where the BGM began playing twice which started to make the game music sound overwhelming, but that could just be the song and I could be wrong.

It would be amazing to have more feedback when either the player or enemy gets hit. A little bit of knockback and sound for both, and perhaps greying out the player while they're invulnerable for indication purposes.

The last issue is at times it felt like the player could quickly get swarmed by 3+ enemies at out of nowhere, and with all the ledges and short platform space within certain levels, its hard to fight these enemies without jumping into that large mass, so I found myself jumping past them.

I really enjoyed how you presented the tutorial as well, that being through the lightbulbs. Returning players can skip past but new players will be curious and check them out, or find them out by accident. This game was pleasantly enjoyable.

Visually, the game has a great aesthetic and the overall theme and concept is very funny and well done. Where this game has improvement for me though is firstly the audio. I really would have like a footstep sound for the player just for a bit more feedback when playing. I think having some sort of warning sound when close to another employee (such as a heartbeat that gets louder/faster when closer to a detection cone) would have also been a good touch. 

I know it's posted within the itch page, but having an actual posting of the goal within the game (get the keys and escape to a specific door) would have also helped  a lot for players. Perhaps a little icon that's greyed out until the player gets the key? 

Regardless, this game is already pretty good, but with a little more time could become  REALLY good. 

The simplicity and clean UI make the game very approachable to all. I really enjoy the miscellaneous features within the game and the color selection of the bullets. One suggestion on the topic of visibility is to perhaps make the ship darker, or give the player the option to set the color of the ship. Perhaps implementing this for enemy ships as well could be beneficial just to ensure maximum accessibility.

Additionally, having short little descriptions for each ability in the shop could be nice just to know what it is exactly that you're purchasing prior to buying it. Apart from that thought, the game looks very well done.