Just a heads up, it may take up to a few weeks, Steam needs a lot of time to get a new game verified and up on their page, especially because I did not have a Steamworks creator profile before. I'll announce it when it happens, though!
DopplerGhost
Creator of
Recent community posts
Thank you for your feedback. :)
Every item is available on ship at the beginning, with the expection of energy bars.
When an update happens, events will probably be the main focus and I want to give some items more purpose, instead of adding more of them.
Captain Whiskers true identity may be a secret for now...
The game currently is balanced in a way that most runs should last about as much as you survive now, getting further is harder on purpose.
In an Update I do wonder if players would want to play more and short runs for ending hunting or have their runs last longer easier but with the events repeating more frequently. (Which currently I felt would be a drag.)
Thank you so much for telling your experience (or about as much as you were comfortable sharing without spoilers)!
I'd be more than happy to add new events. Creating them wouldn't be the hardest part, it's making sure they are balanced against all the already existing ones. We will see!
I'm interested to see what the final "best items to use/get" spreadsheet will look like from the players' perspective.
<3
[Long Post]
Hopeful for this game, cool ideas!
I really want this game to be successful, so as a dev myself I wanna give my opinion with detailed reasoning after watching the trailer and playing through the demo. (Of course, that's only my opinion, also i have not worked on movement shooters yet!)
Pros:
- Most of the mechanics are relatively polished, I really liked kicking around and shooting up a bunch of paper dudes.
- Kicking exploding barrels and bombs are the best. Really captivates that dopamine kick when you do it nicely. (Is there a bit of help where the barrel lands? It so, it feels really natural and awesome, as for my experience playing the demo)
- The graphics and theme is really unique, fun, and manages to be a bit scary while also being goofy enough to enjoy.
- Only one actual dynamic music yet, but it is really complementing the bigger fight waves, giving you that Doom rush when you hear it :)
- I got interested in the stickman dude. What could they be up to...?
Cons: (more like, needs polishing)
- Quality of tutorials are inconsistent a bit. Some mechanics are explained perfectly, but for an example, there is a prompt [E] to close notes (as I remember), but it was not shown for sharpening the pencil, I was stuck there for a minute to get it the first time.
Two abilities were a bit hidden, 1: jumping higher from a crouch, i discovered it accidentally, 2: sliding below enemies to kick them up in the air (I only knew this from watching the trailer a second time after finishing the demo)
- The pencil's hacking needs to be more fun, i expected more doors and secret passages to draw instead of the security panel hacks. (Finding, erasing, then rewriting the panel is many steps for a single door, which is good for 1 puzzle, then becomes a hassle when faced more times, but hey, this is just the demo!)
Not really cons, but my other opinions: [SPOILERS]
- I actually had no problem with the long times between fights, The only thing i was bummed about is that the demo ended without a last big fight. (There was like a solid 5-10 minutes of not-shooting then game ended, me expecting a last fight at the huge room)
- The game's story was really the most interesting with it's enviromental storytelling, and events (glitches, stickman dude), not the notes thrown around. But hey, they are also just optional to read so that's nice :)
Hoping to have a nice release my dude, i want to see more cardboard dudes get blown up!


