Thanks for the advice ! i found that a lot of people felt similar about the sluggishness of the player, i wanted the player to feel powerless to push the game more into the horror genre but i think i ended up taking to much control out the players hand resulting in less fun gameplay. im gonna take a crack at making the ooblek more trampoline like, and less quicksand.
Jahju
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for those of you who played, Do you think it would be worth expanding the game for a steam release priced at $1.99. finished game would include 3 worlds, new enemy and player mechanics, polish n speedrun timer. a problem a lot of players faced was the unfair onslaught of rng type enemies so i would want to push the game more puzzly / little nightmares esque. I wanted to hear your thoughts before I invest a month or two.
Thanks i really appreciate it! yea incorporating more platform oriented sections is a great idea to switch up the gameplay. totally agree about the clarity, one thing i planned on doing but ran out of time was an oobleck noise screen shader that would kind of let the players know how low their stamina is. great idea about the color change i wish i thought of doing this just lerping to a more blue hue cause that would of been quick and effective.
great presentation and game feel. i think the gameplay would be stronger if the people tried to escape in more random patterns - it would feel more rewarding to catch up to them / convey their fear better, maybe they start a chain reaction putting other people they bump into in the fear state and every kill from this chain is added to a kill combo counter.
pretty solid base, i think the player should start out with a more simple one shot slower fire rate and work up to the speed he currently with each progressive fight, its pretty intense out the gate. in a game like this the first boss is basically a tutorial on how to play so i think it should be even slower and have less health, the overall game package could be improved drastically by adding simple intro cinematics to the bosses, like literally if they just lerped in while player input is overidden that would be enough to give players some time to digest what is about to come. good work
Thanks! yea for the sharks i ran out of time to make them follow bezier curves so the movement is a little unnatural, great feedback about the gameplay, if i go back to make this into a more full experience i want to push each area more puzzly where timing + awareness matters and basically to make the decisions the players make have more impact with less shark rng lol
Thanks for this comment! I would love to extend the mechanics with new types of areas and enemy types, different color oobleck has different properties possibly. I totally agree about the cognitive dissonance, i think the crossover of cute and horror drives players to be more protective of the main character ie immersing you more in the experience.