Great take on the theme! Though it feels kind of weird to lose once the orbs are gone. Maybe you could have one "master"-orb that does not get destroyed.
juwambo
Creator of
Recent community posts
Gungeon was definitely a major inspiration. Early on I made the joke that we're using the theme in two ways, since we're making a clone of another game (Enter the Gungeon) with a cloning mechanic :D Though obviously it isn't really a Enter the Gungeon clone we are proud that it gives someone the same vibes!
Well the TTS was really great and it's a cool concept to tell a story like this over the radio in the game. The "gameplay" on the other hand was so boring that it would have been better of without it. Especially since there didn't really seem to be any connection between the two (maybe I didn't play long enough).
The visuals are cool! (though again I don't really see the connection)
Wow, so many different versions of the two characters! Crazy amount of good looking art. Great story use of the theme!
Sadly I couldn't really get into the controls, W/S and Up/Down to aim and A and Right to shoot would have been way more intuitive in my mind. Couldn't really get used to it so playing was pretty frustrating.
Interesting idea, but being able to place clones in the air and hold onto them made all other mechanics more or less meaningless. Also I had no idea where to go.
I think some restrictions on the amount of clones, despawning them after some time and a cooldown could have made it really cool! Lots of potential!
Wow! The art may not look too gorgeous at the first look, but I think the presentation overall is top notch. The snappiness of the traps' movement & the screenshakes combined with nice sound effects and weirdly fitting music...
I think it feels a bit hard to play, even my "better" runs felt as if I died pretty quickly. But it was fun :)
Love the idea! I think the game feels a bit slow and there's nothing really encouraging/forcing you to kill many enemies. Combined with the instadeath, the best way to get a high score is to play really carefully which is super boring.
But I think it has a lot of potential and many of the issues I personally had could be fixed by tweaking a few values.
Very interesting puzzle mechanic. Though very difficult at times (I found the first split puzzle to be way harder than the second one and gave up on the third).
Might benefit from a reverse function, pretty frustrating to make a wrong move and be stuck/have a person die and having to start over again for large level(s). At the very least a faster reload would be awesome.
Great game overall!
#CongaSolidarity👊
Thank you for the feedback. Sadly we weren‘t able to include any tutorial or explanation in the game, so we added some info to the Description. The ingame Feedback is also still quite lacking, making it unclear when and how your „reputation“ changes.
These are things we would have improved upon if we had more time.
Thank you. The AI is actually really simple:
There is a static list of manually placed spots where the NPCs should stand.
- NPC chooses one random spot and removes it from the list.
- NPC moves to spot (using Unity's NavMeshAgent)
- NPC stays at spot for random interval (5-10s)
- Repeat with one but re-add last used spot to list after getting a new one.
If at any point during this an NPC enters a fart, they pause their default behaviour until either the fart disappeared or they were able to blame the fart on someone.