Never managed to get past the second enemy, but I'm still really impressed that someone made a 3D first-person shooter for this jam!
HoodieSticks
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Spent a good while wandering around the ZXC row because I thought that's where I needed to go. Missed the opening between the alt and fn keys.
The premise was neat, but the movement felt slow, and the level design was pretty basic. I'm not sure if it was even an intended mechanic or a glitch, but wall-jumping was the most fun part of this game. If you do more game development in the future, try messing around with that.
Starting the game, I was curious why I had the option to attack my party members. Then the first turn happened, and I immediately realized why. Jack was a douchebag, Hilary was an idiot, and Kyle was a Kyle. I laughed out loud!
My first run I deliberately killed Hilary after she healed the slime 4 times in a row (almost killed Jack too, but he had too much HP), then died to the goblin. My second run I kept everyone alive, and beat the game! Correct me if I'm wrong, but it felt like my allies got smarter as they levelled up, which sends a pretty cool message about not trusting first impressions.
Honestly, I had a lot more fun with this game than I expected. Every time I healed an ally, I asked myself whether it was even worth it, or whether it would be better if I just let them die. Then I won, and it genuinely felt like the power of friendship prevailed!
By the way, the quotation mark character in the story text didn't show up for me. It was just a square.
Minor gripe: A sound effect for refilling your water at a well would've been nice. As it is, it's a bit hard to tell that you have water again.
Major gripe: I was confused as to why I wanted to keep the plants alive if they're just going to all become enemies in the evil phase. Do I get more seeds that way? Do I get some bonus if I have a certain number of non-evil plants at the end?
Ultimately, the only reason I have these gripes is because I spent a lot of time playing this game. It's a really good game! The art style is great, the sound design is great, the game feel is great, the escalating difficulty is great, it's all great! Definitely the best game I've played so far in the deadline-missers jam.
Thanks! You're right about the FTL inspiration. The other key game we took inspiration from was Five Nights At Freddie's, with its time-based survival and depleting resources. The tutorial itself was easier than I thought; it only took around an hour to implement. The text box system that the tutorial was built on, however, took a solid 4 hours to write. Bright side is we'll definitely be re-using that code in future Pygame projects, now that it's written.
You overestimate our technical knowledge. The player's hitbox was a 50*100 pixel rectangle, and we tried to resize the sprites to roughly fit the box. We wanted to make the game have a more top-down perspective, but our artist didn't know how to draw sprites from that angle, so we did this weird compromise. I agree that the punch hitboxes are unintuitive.
The boss was pretty last-minute. If we keep working on this, we'll definitely tweak him and make him more fun to fight. Thanks for trying it out, though!
To clarify exactly what I found confusing:
1. The text of the enemies' attacks went by so fast that I couldn't tell it was casting two different spells on turn 1 and 2, which made me confused as to why anti-absorption did different things on turn 1 and 2
2. I got the impression magic absorption was a specific attack, not a status effect. I thought my anti-absorption spell would negate the attack.
I figured it out eventually, but it took a few tries. And it's entirely possible that the game communicated it fine and I'm just an idiot.