I'm impressed at how you all were able to make 24 polished levels in 2 days. The creativity with the puzzle design is really good, and I like how for some of the puzzles I was able to find an optimized solution where I didn't use all the parasites.
Greenman
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The parasites dying in one hit was annoying at low rounds where I would touch a bullet trying to infect the first enemy, but once I got to higher rounds the game felt very satisfying. The only annoyance I had was how the controls text in the game makes it difficult to see what's happening in the top left corner of the screen (you could probably fix this with a simple pause menu that shows the text).
Being able to take control of enemies is a very interesting mechanic. The intro art looks very polished, and the pixel art in game is solid as well. Sometimes the mana blends into the background in a way where it's hard to see where to go next, but it's not a huge issue since I was able to complete the game in a few attempts.
Relating the paparazzi to the parasite theme is hilarious! I tested out every download to make this as fair as possible, but unfortunately the game feels unfinished. However, the concept still has a lot of potential (especially with the build that loads into a briefing room where the player can choose a contract to deploy into), and the systems that were in place (popup instructions, camera, contract deployment dashboard) did look promising.
The way you all put together the story, art, and animations was beautiful! I also found the parasite minigame/mechanic really interesting (although admittedly I was able to cheese it in my playthrough). My main confusion with the game was how clicking a hole/tunnel in the background didn't always lead somewhere, but that could easily be fixed by putting visual indicators over valid holes/tunnels that show up when you hover the mouse over them. You all should definitely consider expanding upon this concept or making a similar game in the future as there's a lot of potential here!
Your unique interpretation of the theme is clever. The pixel art is really solid especially with the ambiance of the player and dark basement. The interactions in the house could use a little more explanation (i.e. "press s to spill" works away from the sink) and polish (i.e. getting stuck in the trapdoor and having to press Q), but I was still able to figure them out and finish the game.



