Oh I definitely agree with the VFX point, if we had more time (and more ideas for places to stuff extra juice in) I think going all out would work very well. And I'm happy to hear you enjoyed it!
DirtyOnion
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Excellently made, this is a genuine display of design skills. ""Metroidbrainias"" (for lack of a better term) always teeter on the edge of too confusing but you pull it off well. All the abilities are intuitive (the delay shell respawn took me a little while to figure out but it makes sense) and the levels use them well. Art and sounds are on point, very Oloo esque. As a UC Santa Cruz student I dig the bannana slug theming, of course. I will say that the top-right banana was a bit tedious to get because there's one jump that, if missed, means a lot of backtracking through half the map. The base movement speed also feels a bit slow, I get its a snail and all, but it can be a little tedious sometimes. Very good work though, by far the best thing I've seen in this jam.
This game is actually good I had a lot of fun with it. I like the aesthetics of it and the escape-room vibe/gameplay is cool to see. Feels like FNAF but if it wasn't a horror game. My issue is that the guard enemies make the game too difficult, you already have to search everywhere for files and codes and having limited ammo AND limited health feels like a bit much. I like the variety the guards add, and I get the idea that limited ammo adds a soft time limit to the game, but maybe give the player a bit more leeway in regards to ammo and health. Also flicking down to turn around was VERY finicky and caused me to die several times because it wouldn't work properly. Overall though solid game and one of the best I've played in this jam so far.
Yo michael, funny to see u in this jam too. Game gives big OG Zelda vibes. The killing mechanic was not very intuitive and it took me a while to figure out that's what your supposed to do, even with the description, and the hitboxes are a lil janky so sometimes it feels like my circles don't register. But overall good work man.
I also made a Hotline Miami inspired game so I wanted to give this a proper chance but I cannot pass level 3. The enemies have 0 telegraphs for their attack and they attack VERY suddenly so if you don't kill them immediately you're toast. This did make me have to think about my movements and take cover in rooms which felt fun but making level 3 that long just made it frustrating.
I like the crafting bullets idea I just wish we could craft whatever we wanted without a crafting bench because I was basically just stuck crafting the regular shells and couldn't really plan around using different shells without just camping a workbench. I enjoyed the mechanics overall though, nice work y'all.
Thanks! The memory issue is mostly a symptom of my philosophy of making the machine intimidating. My main priority was to make it scary, not necessarily fair, and that ends up making the final sections a test of memory and timing instead of reaction. I do agree though, the attacks could've be more forgiving.
Unfortunately the Hacker difficulty isn't that much harder, it's not just a you thing. It just makes the player more aggressive and slightly higher chances to dodge and heal successfully. The naming scheme was mainly a parody of those "Noob vs Pro vs Hacker" videos that plague Youtube. I'm glad you had fun with it, the game was a blast to make!





