Really cool game! I loved how the buildings hid to increase visibility. The game felt really well put together and polished
limemonkeys
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I love looting games. Only thing is I found the movement a bit disorienting. I like how the world is turned 45 degrees however I don't think the player movement should be effected by this stylistic change. When I press "W" I expected to move up rather than forward relative to the character within the world. Especially where I only had 10 seconds to loot things became very difficult. Otherwise, I thought this one was very cool!
It's great to see you in the comments again. I find your style of commenting very informative.
It seems the movement is a recurring issue. What is your thoughts on keeping this movement but making the maps more friendly to this movement style? Once I stitched together the game and played the maps even I found myself getting frustrated with how precise some of the jumps were for the movement.
I'll be working on this project in the future and will be using your feedback as inspiration for what needs to be changed and implemented. Thanks again for taking the time to play our submission :)
Inventory is has to be redone as it's riddled with bugs a few features. Had to cut my losses debugging it as it was cutting into other development time :( Also I agree that the movement was a bit too floaty. Either that or the maps weren't constructed in a way to facilitate the movement. If one were to change, which would you prefer? (Both can be an option too)
Otherwise, thanks for playing and commenting! I'm glad you enjoyed the concept :)
Thanks! I'm really glad to hear.
I realized that as I stitched the game together. I had someone else on my team work on the levels and realized that either the movement needed to be toned back or the levels needed to be sculpted to fit the floaty movement.
I intend on working on this project in the future. In your opinion, would you rather see new movement to fit the current style of levels or new levels to fit the current style of movement?
Thanks again for taking the time to comment. Feedback is very much appreciated :)
The art is very nice and I liked that there were sound effects/music. Only comment I'd make is I think it was a little weird that the text-typing sound kept changing even though it was the same character talking. It seemed to be random as far as I could tell. I think it might be nice if it's kept to one text sound per character. However, if this was intentional please let me know. Other than that good job!
Cool gameplay. Felt quite smooth and it seemed to be randomly generated which was neat. I also liked that there were a nice variety of enemies.
My only complaint would be with the combined head bob and projectile screen shake. I think both are nice on their own but combined it was both hard to aim and a bit nauseating. I'd recommend just sticking with the projectile screen shake.
I'll be keeping an eye out for this on release. I think it's really cool and you've delivered a very substantial game thus far.
Great ambience. Overall felt quite polished.
I was a bit confused when I threw out the milk and heard the door opening sound as I thought that may have been the garbage can. I understand now it was meant to be an audio queue to go check upstairs, so I'd recommend adding an additional sound effect specifically of a garbage can to avoid that confusion.
Also I was busy admiring the physics of the liquid in the bottle when it seems like the game crashed. Please let me know if that scene was meant to close the game, but otherwise possibly something to look into.
Keep it up. Hope more people find the time to play this one
I thought they were interesting. It was kind of hard to tell what they did initially. From what I understand it is a time based stun. I think if you were to incorporate them more, maybe even making a maze like level with them, it could work. I'd recommend changing the message it says when you touch them to just "Stunned". I think it would inform that player of what that object is and that those are things they shouldn't touch.
I'm extremely impressed with this game. Unfortunately I don't know how many people are going to try and rate it as it requires other players.
I got a game going with 4 other friends. We had a lot of fun. Only took less than a minute to catch onto the controls. Only thing is allegedly one of my friends fell through the floor. I don't have any good indication on what caused it unfortunately. Otherwise, I have almost no complaints. Amazing job.
Lots of levels and mechanics which is great to see. I'm sure sound effects with really bring this game to life.
I think I'd be neat if you could prevent yourself from being controlled through maybe a button mashing event or something similar, but I'm not sure if this would take away from what you're trying to accomplish.
Overall great job. Excited to see it on release :)
Thanks for taking the time to leave a comment :)
I agree that the movement can be a little much. Even I found I was being punished a bit too much for missing these jumps and such. I'll try to tone it back.
We are planning to have 5 separate levels. I'll try to make sure there's more sliding for release!
Thanks for your feedback! I'm glad you liked the start. I've always wanted to make something like that :)
Noted. It shouldn't be hard to implement something like that. I think that's a great idea. Not sure what happened when exporting the game WebGL but time with the lifts really slowed down. I'll be sure to up the speed of those come release. For a game I'm attempting to make fast paced I can see how those were anything but.
I was excited to see this one. I saw the concept art in the discord. I love that a tutorial was included. I know it was probably a testing level ;) but it's a nice feature. Animations are great but it seems you exit the death animation upon left-clicking after death back into the idle animation. Easily one of our favourites <3







