Very polished, I can see why you didn't have a lot of time for making more content!
Yeah, the last jump is very tight, feels like you have to hold your spacebar for an extremely short time.
Great game! The mini game switching is fun, and they are all satisfying.
The beginning is a bit confusing, but you catch on quick enough.
It would be nice to be able to switch screens with the arrow keys or WASD.
I got this bug though, which made me lose the game.
A Client appeared that wanted 0 of a resource, and I couldn't give any to them.
Nice game, was happy to finish it. I think the visuals were very nice, along with the SFX they conveyed a really satisfying feel. I especially liked the effects for dying, and the screen fade.
I have a couple of feedbacks:
-It feels like the CTRL has to be used to perform any kind of platforming. There is not a strategic element to choosing when to spend your energy or when to rest, so I feel like it should be just the default movement.
-The key binding is a bit awkward to hold, it could be instead a key that is easily pressed by your second hand. It's also good practice to give the option for the player to also move with the arrow keys if they are not otherwise used.
Keep up the good work!
Thanks! Yeah, papers please was the main inspiration.
The endings are as follows:
Executed: Disobey the sentence 3 times
Just: Give a minimum shock to the 2 "innocents": the graffiti kid and the guy with the dubious DNI evidence
Rebel: Give a minimum shock to the 2 resistance prisoners: the graffiti kid and the terrorist
Inconspicuous: Process all the prisoners without triggering any of the other endings
Thank you for your comment!
The endings are as follows:
Executed: Disobey the sentence 3 times
Just: Give a minimum shock to the 2 "innocents": the graffiti kid and the guy with the dubious DNI evidence
Rebel: Give a minimum shock to the 2 resistance prisoners: the graffiti kid and the terrorist
Inconspicuous: Process all the prisoners without triggering any of the other endings
Hey!
You need to power the heart by getting the live wire close to it, and then bridge the gap with the screwdriver.
Then you need to grab the speaker and place it near the heart and the box that has the demon inside.
When he pops out his head, hit him with the hammer. Then, place it near the button behind the glass, until he randomly walks into it. Afterwards, place him into the CPU.
Finally, after feeding all the screws to the centipede, grab his tail and place it into the fan of the GPU.
Start the heart by using the screwdriver as an electric conductor with the live wire.
Get the tape recorder near the gremlin box so that he pops out. Hit him with the hammer.
Grab him and put him close to the button behind the glass, until he walks into it and presses it.
Then put him in the CPU.
Feed all the screws to the centipede, so that he's long enough to drag him into the GPU fan.
Wow, the artstyle is stunning!
Visuals and music/sound design are great. The menus are creative and intuitive. The narrative is also good and I really liked the twist.
Some minor things:
-The cable puzzle doesn't communicate that you need extra parts to progress, if you try it at the very beginning it's easy to think that you're just not solving it correctly.
-At the start of level 2, if you go left, you fall infinitely and have to restart
-If you stand at the top platform and stand in the edge of the screen, none of the boss' attacks hit you.
Really nice game!
The artstyle and sound design is on point, and the movement is responsive.
I think that the normal and hard difficulties are a bit of a bait though, since there are a lot of deaths caused by not being able to see where you're falling. It would be nice if you could select levels and not have to restart if you decide to change difficulty.
The biggest draw of games is not images or sound, it's interactivity.
Using mostly text is perfectly fine, but you need to give players the chance to make some decisions. A shorter game, but with some branching choices, would have been more impactful.
Your writing style is interesting, but I had some trouble understanding the overall plot.
Thank you for your response! It's good to hear that you reached the final level. The RNG makes it difficult to balance.
Fully agree that the mortars and shock drone are not very imaginative, we struggled to come up with more diverse ideas.
We are definitely working on adding more variety in backgrounds and enemies, and will be definitely leaning into the ridiculous, especially for the final boss we're going to add.
A tornado would be a good background, it would make sense for the falling stuff, we can try to make it understandable in the pixel art.
We also just added a glide powerup (though it requires you to unlock all the achievements).
Hi, we're working on this free to play game:
https://gscoccola.itch.io/leap-of-faith
It's playable on both PC or mobile, but we're focusing on mobile.
We want to reach a big audience, so not just avid gamers who are used to hard games.
Our main worry is about the level progression, specifically the player accessibility and engagement across the 6 levels.
So if you try our game and quit before the credits, our questions would be:
1) Did you find the game accessible? Where there some unclear mechanics, overly frustrating elements, or steep difficulty spikes?
2) Did you find the game engaging? Did you feel motivated to finish levels and move to the next? Were you bored with the idea before the credits?
Feel free to be brutally honest, harsh criticism is hard to get. Any response is hugely appreciated!