Jump was a bit hard to handle, but overall pretty nice. Perhaps switch the last 2 powerups, as I accidentally skipped getting the last one on my first playthrough.
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Great aesthetic, overall promising with a few holdups in execution.
The intro is simple and to the point, but could stand to move a little quicker, especially considering that players have most likely already read this blurb before opening the game. Rather than simply repeating the premise as we wait for the crash that's already happened, this opening would be a great opportunity to visually present the locations of the repair kits and what the enemies look like.
The movement was frustratingly sluggish, especially for a game set on the moon. This is compounded by the enemies, who are too fast to leave any room for error– It feels good to get quick-draw kills right as an enemy gets up in your face, not so much when you're being inescapably spammed by an enemy you can't outpace. The orange enemies are especially broken, to the point where fighting them becomes a question of how quickly you can kill them rather than actually being able to avoid their attack. Their beam definitely needs a limit on angular speed and / or a limit on how long and frequently they can fire.
The graphics and sound are nice though, and again, I see a lot of potential here. I'd love to see an expansion on this!
Great game! 2 questions though:
- Why is finding out how constipated you got from eating free cheese samples the "darkest part of yourself" when your brother was a serial killer?
- Do you really have to play through 500 times to get the truest ending?
Loved it! Two things:
1. is the principal's warning true? is there a way to fail?
2. the references to "erosion" re: the mystery mac would likely be better termed "corrosion" (look it up, I might be wrong)
Very great, albeit with a few hiccups:
-significant performance drop in "teamwork"
-box towers in the level after "teamwork" are slightly too short, preventing movement to the next platform and making the level impossible unless there is some way to microhop i haven't figured out
-some background colors make a white box show up around the characters
Graphics and gameplay are spot on, but there's a few fixes that I would greatly appreciate:
-ability to cancel a rope
-some way to make the "pull" more safe and reliable (I almost never used it in my best runs)
-increased time before the later waves stack (new waves starting before the old one is cleared)
Like the graphics, no visible bugs, however the controls are rather tricky. Normal mode's dynamic camera leaves me all turned around and makes it hard to go to specific places. Run mode is very hard to steer and the track design certainly doesn't accommodate that.
Promising, but there's a lot of issues. A few things to consider:
- parts of GUI cut off (scaling issue?)
- what's the 'right' way to get rid of a ! block?
- overall, a lot of the mechanics are unpredictable