Thank you!
Isaac 2
Creator of
Recent community posts
This concept is great! I see what you mean with the controls lol. Love the eyes in the background. I can see this being really nifty with touch controls, or if you were to use the mouse for the aiming and clicking for the push-off mechanic, in addition to WASD for basic rolling. Control would be difficult, but if you found a way to implement it comfortably, I can see this concept skyrocketing
As the controls as-is, it's a little uncomfortable. I wish up was the jump button in addition to the space button. (W in this case). I also would suggest having the rope be tied to a retical, similar to sonic's homing attack target system so the swing mechanic would allow for more action instead of still screens. As always, great lil tid bits for games.
Someone's played cave story lol, game was straight forward, Nice appeal with graphics, but I wished the coins did something, say a shot upgrade when you reach 30 or somethin if u didnt want to add a shop. Another was the secrets- they were also nice, but not really rewarding since most the time they were hearts I didnt need or coins, which did nothing. Great work though- Just nit picks from my end
The voice acting for the narration had me hooked, the progression of mystery leading to the dark world of robots was top notch for a jam game. Graphics were amazing. Ambience fit the bill too.
The game Lagged a lot though, especially on the robot bit. the frame rate halted my progress from the game :( and there isn't much contribution to the time is power theme from what I've played.
There are swarms of enemies, and the basic attack won't cover you alone. The space ability is a great concept, but also the game's core fault.
A great addition would be to make the space ability available to use anytime, but the more time you wait to use it, the more powerful the effect. waiting until it fills all the way could give you a special effect, like increased default weapon damage, speed boost, etc.
I also like how you added the section before the room with robots so that you could let the gauge fill up before starting the game, it rewards patience, neat touch
Gameplay was rather interesting, I like how the more briefly you click the right mouse, the less repercussion there is to nuking the screen and losing time. The player idle was quite lively as well. when I kill enemies though, touching them in their killing animation still kills me. I'd be nice to see more incorporation of alternate reality
First off, I was digging the bg music. good stuff. This game has some good potential for an obby-avoid the obstacles type of game, but with some tweaks:
- collisions (ex: clipping through the stage on the tutorial)
- Sfx (the motor of the vehicle overpowered any other audio)
- I LOVED how the camera automatically shifts for you. It would be nice if it were panned more upwards though.
- Rather hard to gain control low speeds, touching anything or going uphill if you aren't at max speed is cumbersome
With some polish, this can be a great game