Not sure if that's intended, but the "press start" button on the title screen is spammable: every time you press "Z", you get extra click and bubble sound effects.
The game itself is amazing: I love the music, the art style, the concept itself, and just everything about it. Looking forward to a full release! :)
Khud0
Creator of
Recent community posts
The game looks extremely nice and charming. At first I got very frustrated with the web version, but then I read the comments and decided to give windows version a try. I reached the falling spikes and couldn't figure out what to do with them, so unfortunately this game is fantastic in terms of visuals, but the gameplay is far behind at the moment. :(
I found out that if I stand in place, enemies have less chance to hit me than when I move. In addition to very low mouse sensitivity, it was much easier to just stand in place and aim from there. This game has some nice potential and the tutorial level was dope, but I had some real troubles navigating the "main" game.
Thanks a lot for this deep comment! I'm happy to hear that you enjoyed the art style I chose for this entry. The way I implemented the theme is that when you die, you destroy the hazard you touched and keep all the collected points. This way, you can go in one corner, collecting everything on your way, die there and "teleport" (respawn) to save the time. :)
Thank you, I'm very happy to hear that you went this deep into my creation and I was pleased to read that comment! :)
Actually, I tried to make your "death" direction the same as the correct "after death" direction in all of the levels. I made it so that you don't need to switch directions upon dying and can just hold down the same button. In a sense, it's nice that the only (or the most) prominent occasion of that is the Maze level, because it means that nothing bothered you on the other ones. :)
There is, in fact, an "input reset" after level reset or time running out, but unfortunately this command (UnityEngine.Input.ResetInputAxes()) doesn't seem to work in browsers. That's a must in this game, thanks for reinforcing this opinion! :) And I'll have to figure out something about making it clearer that the time ran out, maybe a timer could blink with red color during the last 0.1-0.3 seconds.
Heh, I'm not sure what to do, since I tried doing that at first, but then it was really frustrating to push "R" to reset a level and then have to push a motion key again. I'm sure you're correct and I need to do something about it, though. Hmm, maybe an input reset should only be triggered by time running out, but not the manual reset?
Sometimes clicking on the pistol (and especially the area around it) doesn't have any effect and it got a bit frustrating. Why do you need to click on the pistol if there's no other weapon in the game, by the way? In my humble opinion, you could get rid of the weapon choosing mechanics and focus on the "dodging the enemies" part, which was nice. :)
It feels just as if you were programming the level to follow your rules, and that's super cool. However, in my opinion this game requires players to make a lot of not-so-exciting errors to figure out the perfect timing to complete the level, so they understand what needs to be done, but have to go through that trial and error progress which might get tiresome.