Thank you very much!
BuzzyBee
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I love this. The idea of only moving using the recoil of your weapon is one I really like (I've made a platformer like that before and it's really fun to work with.) The sound effects are really satisfying, especially when you grab the minigun upgrade and use it with the shotgun. Would like to have seen the minigun rocket launcher, but I can see how that would have been game crashing. The game would probably benefit from having a custom cursor since I found myself scrambling to find my mouse when trying to switch weapon (alternatively, being able to switch with number keys would also work.) Incredible entry, great job!
hey, no worries. I probably should have checked if the game crashing was actually intentional. The timing of it felt very "ooooo spooky game crashing on purpose," which was just unlucky (also I was kinda rushing to end the stream at that point.) Having now replayed the game in its entirety, I can pretty confidently say that I wouldn't have picked up on how the "revealing circle" mechanic connected to the story of the game, but the game itself is connected to the story better than I initially thought with the main character trapping themself in it. That part of the story did feel a bit like it came out of nowhere, but I imagine it's something that would be expanded on if this was expanded into a full ARG/analogue horror series. For that bit in the 2nd level that I criticized, I am gonna partially take that back because I realised it plays a different cutscene to the one you see going into the level, but I will say that it shouldn't make you restart the level once you get to it.
Initially didn't leave a comment, but I do actually want to to expand on why I gave the game the rating I did.
I did really like the gameplay. The physics felt good and the mechanic of using the circle to reveal parts of the level was really fun and creative. If that was the core of the game, I would have rated it higher than 3 across the board (I changed the creativity rating from 2 to three for the circle mechanic) The game also looks and sounds great.
What brought the game down for me was the horror elements and one specific bit in the 2nd level. Starting with the 2nd level, that bit that looks like a level goal but actually restarts the level including the cutscene before the level feels unnecessary. If it just reset the level, it wouldn't be too much of a problem, but forcing the player to wait 45 seconds watching something they've already seen was kinda of frustrating, especially when you don't know that's the actual level goal.
Onto the horror bit, the initial reason I gave on my stream was "this isn't my kind of horror" which isn't a great summary of my critique of the horror elements of this game. A lot of the horror elements felt like they were present for no reason. A lot of the text implying that the "I have done something" feels like it's just present for the sake of being creepy. I didn't get the sense while playing that they meant anything, which led to it feeling more cheesy than creepy. Same goes for the faces and the "these are your victims" at the start of the 2nd level. The lore was presented in a very vague way that doesn't really open the door to any questions deeper than "what actually happened". The exception to that is the between level cutscenes that give pretty direct information about some monsters, but these cutscenes feel very disconnected from the rest of the game and the information they provide doesn't link to the gameplay. The horror and the mechanics of the game feel like 2 disconnected ideas. My main question with the story of this game is "how does it connect to this circle my character can use to see things that are otherwise invisible?" if a gameplay focus had been put on monsters that you need to avoid instead of the circle mechanic, the two major elements of the game would have blended together much better and created a creepier atmosphere, although I do appreciate that this would have been hard to do given the timeframe for development.
tldr: the horror and the gameplay aren't connected enough for the horror to be engaging which kinda brings the whole game down for me
Again, I do want to say that the gameplay itself is very good, it's just that which surrounds the gameplay that I found to be lacking
yeah that's fair. I did debate stopping all current momentum when you changed gravity, but ti didn't feel too great. The way it works is that the more speed you have in one direction, the longer it takes to slow down once you change so you can moderate your speed by changing directions constantly, but I probably should have communicated that better in the game
Could really do with music and sound effects. Not being able to move the basket at all if the mouse is at the edge of the screen feels weird and makes low balls annoying to get. Other than that, the idea is really cool and getting the balls in the hoop is very satisfying. Needs some polish, but good work!







