Nice game. The hot and cold meter was a neat mechanic. Running after people as you get near felt very nostalgic. Thanks for making.
Eaglior
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Nice game. The movement of the characters really made the place feel alive. I managed to get myself trapped under the floor a couple of times. A good extension to the game would be to have characters you're looking for in future rounds appear in static locations in earlier levels. It would be great to get the feeling of having seen someone before and trying to remember where. Thanks for making.
Nice game. Took me a few runs before I realised I was meant to interact with the tombs. I thought the monster was just much better at hiding in the shadows than I was. Certainly needs a UI progress bar to show the time running out, both for searching and hiding, to heighten the tension. Thanks for making.
Unfortunately the UI didn't work at 2560x1080, with required buttons off screen. Worked fine at 1920x1080 though. When pulling from your bag of chance it would have been good to have the coin spin a few times to build tension for the result. It would also help to know what result I needed to succeed for each skill check so I can feel the stakes as it's drawn. As is, I didn't feel like I had much agency in the game, although I enjoyed the encounter stories.
Fun game. My guy sure can survive for a long time without oxygen though. I think combining health with movement cost would be interesting idea. As currently designed I found the oxygen drained too quickly, leaving me with a grapple and few options to slow down, making picking up objects a little frustrating given the long pickup time. I enjoyed playing, thanks for making.
Thanks for playing. In hindsight I'm not sure why I didn't think of giving Coffins a rigid body and letting the player push them around rather than crashing into them. My initial implementation had a short collider to allow you to use coffins as ramps and jump over them, however it broke the core mechanic of picking them up by drifting past them. Another example of why playtesting and iterative design are so important. Thanks for your comment.


