Thanks a bunch for playing!
I'm still hard at work on making improvements, and I might drop the updated version after submissions.
I'm just working on sounds and such for now, and it's taking me almost another week just for that. Buut, I'm not exactly going by a minimum requirement, due to there being no deadline, hah.
JoshLmoa
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I just wanna make a personal opinion here, for the future. I'm not sure what you have in mind for an "in depth tutorial" but I would say, do your absolute best to take out as much reading as possible.
There's definitely people that can be bothered reading lots, but there are also those who can't. Regrettably, I typically fall into the 'can't be bothered' section, especially if its within the first 5 seconds after I click play.
I find myself skipping a lot of sometimes important stuff in dialogue, or not reading helpful walls of text until I start to get frustrated. Which, ironically enough, was the fault of mine on Zenryoku's (original commenter here) game, lol.
One of the submissions in the jam, https://sairon711.itch.io/rebuilder-cursed-samurai has a big issue with this.
There is so much writing, explaining everything, and I don't think I personally even read more than 2 full lines, and still learned how the game works.
So the way their game is designed, it's easy to figure out, but they still over explain a lot, and its rather intrusive.
So, I would highly suggest trying to design a tutorial using 0 words, first, the adding as few text where it's needed after. Then explain in detail things that might be interesting. Like, how hurricanes work and why things do stuff. But make it something the player can read if they want to, rather than including it in the main tutorial.
If you have new mechanics that get slowly introduced. A single easy level between real levels, that just basically shows the player what that new thing does, can be pretty helpful.
Rather than pausing the game, and giving a big old essay about how it works, just slam them in a spot where it's the only thing they can use and show them how it works.
Thank you so much for giving it a go!
(You can check another comment here, where I respond to most of these points)
I was a bit worried about the yellow and green buttons. As they're both tucked away, and coming across them just requires a bit more investigation, which I can get many people wont necessarily wanna do when going through jam submissions.
If you did wanna give it another go. The toilets in the cafeteria area have a timed button for the kitchen, then in the kitchen there's a hidden button behind the fridge.
As for the objective, I totally do need do that. I struggled with lore or story almost the entire duration. So until the last 2 days, I didn't even really have a goal in mind, so I scuffed together a "get this, go home" mechanic, and the path to it is just a button finding puzzle.
I kind of like the idea that you don't really know why you're there, but I do wanna fill the world with bits of clues and lore. But we'll see where all that goes.
Thanks for the feedback and review, appreciated. I'll definitely let you and others know if ever and whenever I update the game.
Thanks for giving it a try!
Yeaah, I'm real sad I couldn't get the time to go through audio and include some. I had a buddy who has sound packs and there's a bunch of good ones there. But I just left the priority too late, and got super caught up making sure you could actually play from start to end, it just ate the last day of development. (only 11 minutes to spare once uploaded, lol)
It's definitely a priority though, and I'll be working on it asap.
Checkpoints too, same as above, really. I didn't get the time to research a decent way of doing it, but knew it was gonna be almost crucial that I included it. So it's a bit unfortunate that it shipped without them.
The pulling too, was a real quick and dirty job done early, that I just stuck with and got used to well developing. But was one I constantly wanted to improve.
But thanks again for the feedback, I appreciate it!
Thanks for playing!
I was hoping to get a checkpoint system done on the last day, but I just couldn't squeeze in the time to learn how to do it, unfortunately. I know the game has a bit of length to it, and some tricky parts, so I knew it would be a big hindrance to have to restart over and over. :c
But I will definitely let people know when I update!
Hey, cheers for the feedback!
Yeaah it was a pretty scuffy addition for the pulling and I kinda left it as it was to get the rest done. It's one mechanic I'd like to rework to make it feel less, slippery and, weird.
For now it's just a raycast to determine where it pulls from. Then the arms just slap onto that point for the illusion.
Thanks! Yeah, the robot has speed, but stupidly enough I kinda designed it where a few deaths are likely when you don't know what to expect, or when you go the wrong way. But I didn't get around to working on a checkpoint system. That's in the brain bank though, and you bet your butt when its a feature, the game's getting harder.
Hey! Try disable "Compression Format" or set it to Gzip, if you havent. I had an issue where my screen was just black. But got it working with either of those settings.
Project Settings > Player > Publishing Settings > Compression Format
Would love to try this out and rate it, so respond here and I should get the notification!
One of the few games that didn't blow out my ears, but had rock going the whole time. Crazy!
I made it to the end and these are my quick thoughts.
I don't think the mic throw minigame particularly ties well into the rest of the game. It feels like two people wanting to do two different ideas but putting it into one game.
For gameplay feel, every time I would stand, the game progressed, and I got closer to the goal.
Every time I needed to hit, I would go "ah, not this nuisance again".
I still couldn't even really tell you what the point in it was, if you asked, but that's just the lack of engagement I had towards it.
Perhaps more flashy on screen things like "Use your boost!", or making it reaaally obvious as to what taking enemies out actually does for you. Make it feel more "in your face" thematically, like gambling-style stuff tends to be.
I think there's definitely something that could look decent and work with what you have, but right now, the minigame just kinda takes me out of the blackjack, and it's not super clear as to it's purpose.
I'll be honest, though, I hopped through dialogue, cause I'm not here for a vn, and if it was explained in there, then that's on me.
Honestly, conceptually, I dig it, but it has some flaws that are stopping me from being able to consider it to be all that enjoyable.
- I almost clicked out of the game to rate, at that moment, a runner showed up, and made me go "Oh! There is a little more to this"
Then saw the gunner, and felt the spawns ramping up.
I'd say ramp up the spawn rate at the start a little, so there's more engagement. Then towards the "end" (of my life) it began to feel very random and unfair.
- It has a hellish RNG, in that you can get a zombie that can kill you without being able to react to it.
Keeping spawns consistent would help.
Have no zombies appear on screen, but have them all come from in front.
Runners, instead of spawning in front, could come from behind as they're ridiculously fast.
Gunners could be sitting around the trees or something.
Visually pleasing. The music was nice. Nice enough I endured the 5 minutes.
In terms of gameplay, I think you gotta sic the bois onto the player from the get go.
The wizards effects are cool, but not gonna lie, I had to ditch my audio when the sounds started playing, it was pretty sharp stuff.
All the warrior or whatever dude did was yell at me, so I he didn't feel threatening. But the wizard was like, death if I got too close, and the ranger was mediocre.
They definitely could do with some balance adjustments based around the ranger's K:D.
For movement:
I think it suffers from the delayed movement. In a game about precise control, it doesn't feel too good when the inputs are all delayed, and makes it feel more like it's the games fault you die, rather than a skill issue.
If you tell us its on ice, or skates or something, it's more justifiable, but as is, it just feels clunky, and like you did it, just cause momentum sounded cool.
For the shield:
It might pay to make the shield aim relative to the player position, instead of looking toward the mouse cursor. Just so you can always have faith in flicking your mouse in a direction to block a shot, rather than having to move your mouse to the right spot.
In my own opinion, I think that would feel more responsive and engaging.
Perhaps you could make it a setting, if you personally prefer the way it's done now.
Other than those, I think for what it is, it's solid, and fits the theme.
I turned into mirage and it was awesome, but I got no bambbamabazmbaoozle.
My one question to you is if you multiplied the mouse movement by delta time. I did this once and when I uploaded it to itch as a Web game, it started being real broken.
I've seen a bunch of tutorials that tell you to multiply it, but from what Ive read and tested, you shouldnt, as it's already doing that behind the scenes or something.
It's pretty aight. It kept me engrossed for 50 waves or something.
But, the tutorial intro sequence made me want to skip, until I realized they might have been talking about how the game worked.
The popups were also very intrusive. My one take is to build the game without having a strong tutorial in mind,
I feel like for your game, I could have figured out all the mechanics if you just threw me in with the 3 basic controls. Didn't need all the flashy UI and such. Although it looks pretty cool, it was in the way.
Thanks for the comment!
But yeaaah, I did want to do more with the lighting, but I kinda cheated the line of sight using a light, and I didn't figure out how to get other light sources in without making them visible through walls.
It's a system I wanna rework entirely, if I do, and write a proper masking script for player vision so I can put lights everywhere.
Buut, it's an interesting take. I guess I got used to it as I was developing, but I did intentionally leave out the radial light.




