Neat idea, the prototype shows potential.
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Thanks a lot for your comment. Another day of polish and balancing would have been nice. In hindsight, the camera movement speed should have been dependent on the distance from the player and maybe a button to snap behind the player or something like that would have been nice. Wouldn't quite have been what I was going for, but would have been more playable.
Great idea, but some questionable design decisions. The option confuse seems to be clearly negative for the player, flee does nothing and magic either doesn't do anything or has really low probability to be succesful. I can imagine a good game with the idea as a basis. If you could choose the strategy the player character has in the fight, for example, this could be an interesting mechanic.
I played it again. The bug is a pity, cause the really good parts come after it. I'll adjust my rating accordingly. I'd recommend posting the link on the project page here in the comments. I try to play and rate as many games as possible, so I don't look at the game page of every one. Maybe that's true for other people too. Great entry!
Great idea. The gimmick didn't do anything, design wise, it seemed. I got stuck at the part where you get the grappling hook (it didn't seem to do anything except shooting some kind of web), so i might just have missed that, though. If the eyes had different traits, this could be a fun puzzler. The execution was great, too. The controls felt surprisingly natural after some time.
Yeah, you're right. There is a lot of stuff that needs fixing. I hadn't even introduced health an hour before the jam deadline. It's my first gamejam (and my first finished game), so I'm glad I even uploaded something.
Yeah, the controls are rough. The idea is keeping some control convention from fps-es (rotational control of the player by mouse movement, shooting by LMB) but have the typical movement controls control the camera. It's totally fair to see that as just a tps with control of the camera, but my idea was that your main player avatar is the camera observing the "hero", thus making the hero a second person to the player avatar. I see that the game lacks the polish to make that clear, though.