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Grindlegrungle

1
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A member registered 13 days ago

Recent community posts

Oh god this is like a thousand words. I am sorry.


What you have created in this game jam is really impressive and I think a full game of this would be really fun. I played it for around 2ish hours and got around sub 30s times for most of the houses. The basic gameplay loop is really fun, and the movement feels really nice, the lack of air strafing took a bit to get used to though. I did find some things in the game that I felt could be improved. I do want to stress before I talk about said things that I really enjoyed my time with the game, but I would’ve enjoyed it more with these things (basically, I apologies if I come off as a massive ass).

The first thing is to do with how time was tracked for deliveries. It is a bit strange to start the timer upon parcel spawn and then show the delivery location on pick up. This adds around 1-5s to all deliveries which doesn’t feel great in a game about setting fast times. I felt that if the timer started upon leaving the safety cube, it would feel more fair to the player.

To sorta pair with this, increasing stamina and health regen in the cube would be amazing. Players will optimize the fun out of games. It is 100% optimal to wait between each delivery to fully regen your health and stamina. Waiting is boring and I want to go super jump and fast, so a way to increase regen rates would’ve been appreciated.

The last (not nitpicky bullshit) thing I wanted to bring up was the double jump and grapple upgrades. With the double jump, I want to propose having it not cost stamina or at least significantly less than the crouch slide. The level of mobility the extra jump provides is significantly less than the super jump and they cost the same amount. I also was bunny hopping a lot of the time to conserve momentum between super jumps. When I bought the double jump, I would often times accidentally waste a stamina on an extra jump. This is sorta nitpicky, but I think if it was free to use, I would’ve bought it more frequently. With the grapple, being a consumable isn’t great. It is powerful, so it does need to be limited but only having a handful isn’t a great solution.  If you had x amount per parcel it could be better since then players are more incentivized to use them or lose them (this may just be me though). Also I think you should feed the main character more, she would occasionally eat the grapples if  I was too far away from a grapple point. I don’t think grapples are healthy either. I will say I think having grapple points was a good idea as well (even though I am blind and couldn’t find them half the time). It should’ve the issue some games have where a grapple just becomes the best form of movement *cough cough* Grappendix from cruelty squad *cough cough*.

 

This is also just the section for nitpicks so don’t take any of these comments seriously. I think the crouch slide should be part of your base kit. It’s practically required to avoid the zombies. The parcel pick up and throw could be the same button, also you should auto pickup parcel if you walk by them (this is a skill issue). The zombie hit speed was really fast so you could get punished really quickly for small mistakes which felt pretty bad (another skill issue). Zombie collision sometimes felt wonky and losing all your speed if you hit one felt weird (maybe im just bad at videogames). Again, small issues I had and not really major. I imagine a lot of people would disagree with these points or not care.

 

I do again apologize if I came off as too harsh or critical. I am overly critical of any media I consume, and I really did enjoy my time with Postal apocalypse. It was also developed in a month, and the level of polish present is pretty insane. I didn’t run into any major bugs or glitches during my 2 hours spent with the game. The graphics are really nice and the level design, while relatively basic, was great. The amount of verticality requiring you to consider how to get to the delivery location was fun. The music, while not overly complex, never got boring, which considering it was 1 track is impressive. If more time was spent with the game, I think a full release could be interesting and would be really keen to play it.

 

Tl:dr: man blames game mechanics for his repeated skills issues. Says game is fun anyway.