Excellent atmosphere(s), sound design, premise, and solid thematic fit.
fatalfencer
Creator of
Recent community posts
"The mobile responsiveness is also impressive. " Hearing this brings a tear to my eyes, that it was noticed.
And I get what you're saying. We really wanted to not have time pressure since that allows the game to be this chill experience, but then without it there really isn't a "lose" condition, or a constraint.
The art was very charming, and clearly love was put into the cutscenes and animations.
Title? A++
Gameplay though was a bit rough:
- Only being able to shoot in the direction of motion was especially rough when combined with the fact the character seems to revert to facing down on key release
- Hitboxes should be refined to cover the main bodies - right now collisions were happening way out in open space
- TNT I couldn't figure out when I could use it, when it was being thrown, and where - needs a bit of UI work and responsiveness
- Invisible walls at stage edges, could have some visual indicator
- Story, not being able to skip, especially when having to re-sit through story after death
Also I didn't hear any sounds/music? Was there some and I missed it?
actually that was fully intentional because on mobile your finger covers the item, and since its so hectic it was easy to lose track of the item you picked up - but it didn't even occur to me in the heat of the jam to just try to change that behavior if the player was playing on desktop. Excellent feedback!
