Thank you for the feedback. I sure lost some time to this game during development. 😂 Just wanted to help the virtual people out. So kinda knew the game could hook you but was afraid players would not get past the initial confusion on how to learn to play the game and understanding its mechanics. Or be too frustrated by the elevator controls.
lea000
Creator of
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Interesting game idea and use of the theme.
One thing that was a bit unclear for me was if the game would give me instructions to use the D-pad or if I was supposed to do that on my own and just press the button corresponding with "A" or "B" on my gamepad when they shows up?
On my xbox compatible gamepad (8BitDo), the hardware X button produces a B and the hardware B button produces a A in the game. Is this because the game was calibrated for a different type of gamepad?
Despite the dystopian game, I must say the people how they walk in this game is just soo adorable cute. The music and UI was very well fitted for the game.
One thing that would have helped me is if there was like some brief moment to just grasp the game UI before it starts. But maybe that is part of the game idea that it should be a bit overwhelming.
I liked your game even if I never got past section 3 in the first level. I do like the music and the carry out with the effects in the game making it a well put together game.
One suggestion is that after calibrating the gamepad it would have been nice if you could navigate the menus with the gamepad. But I also know game jams is a lot of hard prioritizations to get the game done.
I took a peek in the source code and was interesting to see how you made your controllers inherit from Component and HasGameReference to make the inter-controller wiring that way. I've been doing very explicit prop-drilling for inter-state read/writes which has its pros and cons.
