Oh I see! No worries English is weird sometimes. Funny = humorous. Fun = enjoyable. ¯\_(ツ)_/¯
Seph
Creator of
Recent community posts
Tbh the war camp seemed really expensive and I wasn't sure I'd have time to get one before the opponents started taking territory. I admittedly did waste a bit of time at the beginning trying to work out the controls, so maybe I'd have more time to get adequately prepared before they start trying to take territory if I tried again.
What you've got there all works well and it's nice that you've got a lot of lines for examining lots of things or trying to combine items.
Is the voice acting AI generated? It sounds real, but the way it extremely literally follows the punctuation makes it seem odd in a few places.
Note you have a layering issue where the character sometimes appears behind the computer screen after the computer is unlocked.
Thanks for the playthrough video! A lot of good points in there in your feedback. The full screen inventory bug is news to me - very helpful to find out about that. I'll certainly make the mushroom puzzles easier to work out the solution for if I spend more time on them. We ran into quite a few time shortages, otherwise there would have been a few QoL improvements and more spells in battle.
Seems like an interesting story, but I think it bugged out :/
In Eva's room, I used the injector on the device but then I couldn't use the helmet on anything. If I used it on the injection device nothing happened (just a brief pause then it went back to normal) and anything else I tried to use it on it just says I can't use it.
Interesting idea, I was engaged and liked the narrative and wanted to succceed. But it's one of those games where you need to play a load of times to really understand what impact the decisions make.
Text is very slow - it would be better if it showed more quickly so I can read it faster.
I tied for the winning score of 95 and the game didn't acknowledge it. It could do with some sort of tie breaker bonus round.
Really cool game and interesting use of theme.
Just one thing is the movement system is really unclear. It needs a tutorial explaining how much angle of movement vector will cause turning and forward movement vs cause backward movement. A lot of the time I'd click and drag in a direction that seemed like "move backwards" but then ended up turning around and messing up my shooting.
Cool artwork and sounds. It seems like this could be a good game with a bit of polish, but there are some aspects which hurt it pretty badly.
The gameplay was a bit confusing. Every now and then all the enemy bullets on the screen just disappeared for no reason.
Also the player sprite really needs an indicator showing where the hitbox is (a lot of games like this have a small bright point showing where the hit box is), So dodging bullets took a lot of guesswork.
It was an interesting take on the theme. I couldn't make sense of the different bullet types. I played for quite a while (5+ waves) and didn't seem to have access to any of them.
One thing that's worth adding is a better crosshair - it's easy to lose track of the mouse pointer so a more visible crosshair would be really helpful.
Hi I'm Seph
I'm interested in taking part in this jam primarily as a gameplay designer/developer. I like adventure games but I'm not much of a writer or artist, so it would be great if there's a team that needs an experienced developer/programmer to make everything work in their game. I use the Unity engine.
I've been learning Unity for the last year and have a bunch of games in my profile if you want to see what I can do:
It looks really cool and everything worked pretty well together, but it was way too easy to kite all the enemies. The only reason I ever took damage was because enemies spawned all around me and there was no way to get out of the circle without being attacked, there didn't seem to be anything I could do when that happened.
It's weird that you need to equip upgrades after buying them. Why would you not want to equip an upgrade?
Really enjoyed this! My score was terrible when I saw the leaderboard though XD
It could be more clear that you can't actually die and getting hit just costs you time, this isn't explained anywhere so I played too defensively on my first try (and ran out of time).
I never saw any gold. My highest hit combo was only 12 I think. Should I have seen any?
The dash control seems really unreliable. Sometimes it works right away, sometimes it only works if I hold it down for a second.
Cool theme idea. I think this has some potential to be really cool but at the moment it feels a bit too random and repetitive.
The player pain sound could do with being a bit louder, with all the gunshots it can be drowned out.
It bugged at the end when I died, my body just kept bouncing around the screen while more enemies kept spawning and shooting. I couldn't click on the restart button because there was text over it.
I finished on my first try in 5:40.288 with 1 life left. But I didn't realise there was a dash button XD
That was pretty cool, with enough variety and combination of enemy types to keep it interesting. Needing to get bullets from enemies also changed up the strategy and kept it interesting.
The final boss was a little bit easy - because the boss bullet patterns are unchanging it's easy to find a safe position where no bullets will.
Overall almost everything worked. The enemies were all pretty easy to beat though. Maybe it gets harder on much later stages but the difficulty seemed to be increasing really slowly.
Also it just went to a black screen after finishing the (I think) 3rd stage.
The screen is a bit too dark. Sometimes (especially if I'm aiming and shooting) it wasn't obvious what was wall and what was corridor.