That is correct, the boss themself isn’t an anomaly. Never thought of that being possible to confuse. I should write it down. I’m working on adding more easier to spot anomalies which hopefully will balance things out.
Local Minimum
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Thanks for the detailed feedback.
It’d be a bit interesting to know what anomalies you were struggling to find. Which of course is hard for you to say, but if you are up for it, the save is located in AppData under Unknown Incubator/Escape Work/GameSave_0.json
and has a field “anomalies” under which there’s a list of “missedAnomalies”. It’d be a massive spoiler so DM me on discord if you feel like digging it up / if you didn’t start a new game that overwrote the save.
I’ll probably remove most instructions on the itch page and hope that the updated version with a slideshow in game is sufficient information, but it’s a good point that it is very bad if people don’t check the manager’s office. You’d also get a voice-line in the post-jam version if you forgot to check some room before leaving.
I’m a bit hesitant about setting the forgiving mode as default, to be honest. I’ll have take a think about it. I’ve added anomaly difficulty setting, but as there are only 13 or so of them, it’s not that many “easy” and the game will prioritize novel over solved anomalies. But I think I rather add more easier and obvious ones for the next release after the post-jam version.
Very cool graphics!
I liked the atmosphere and the style of the game. I knew it wasn’t fully working but I wanted to try just because it looked so different.
The pacing in the beginning felt a bit off, too much text in one go / too long wait before I got to start to play. I think it could have been broken up into parts.
The battle was a bit awkward since there wasn’t that much need for player choice it might have been better as an auto-battler or at least let me swiftly input all of my characters choices and then have the round play out.
But yeah, it’s a good start for a dungeon crawler and it’s a pity you didn’t have the time to make it more of a complete game.
Playthrough: https://youtu.be/6S8BmqosJ6Y
I liked this game. The environment, especially the destructible parts was really cool.
I’m not very convinced about the spelling gimmick in its current form. I think all it does right now is force you to remember 3 words and keep switching between mouse and keyboard. Also, because the game is turn-based, there’s really no tension to it. I’m not really sure what would make the spelling game for the spells fun while keeping it turn-based. But it would require some sort of challenge. I think in its current format it would do better with three more buttons for the three types of spells.
Exploring was fun though, and the map was about the right size and right complexity. I was getting a little scared about getting lost towards the end though. But then I stumbled on the goal. However, I encountered a bug which prolonged my playthrough with about 15 minutes. The destructable walls are indestructible if there’s loot on the floor of the tile!
So pacing was entirely upended for me thanks to that bug, but still I liked the game.
Playthrough: https://youtu.be/4wAymbAWGmo
Neat little game!
I liked the style and it was an interesting locked door / key puzzle once I understood the instructions. Was a bit confused first and some might have been fixed with wording, but also placing of the instructions on the tile you were supposed to stand on for the first such door could also have helped.
Fighting was nice too, the boss got bugged though so it was very easy, though it did start out a bit too unfair with a huge amount of egg thrown at me before I could get my bearing.
I think its door could have been triggered by stepping off the stones onto the mud/soil.
Movement and exploration was nice and the hidden walls had about the right difficulty!
Playthrough: https://youtu.be/qp1oZ50Llnw
Unfortunately I had absolutely no chance in the rhythm game. It both needed more visual feedback on when I was supposed to press and it had much to narrow tolerances on what constitutes as “on the beat” for it to be accessible to me.
So I hardly got to experience anything of the game.
The visuals looked neat, especially the effect when activating the computer, and I was intrigued by the promise of the crashing relationship.
Playthrough: https://youtu.be/sFfE7_GjHz0
Nice game!
I liked the variation star map, fight and then rushed crawl. Movement worked well and the layout of the ship was nice. If it was a longer game where you were to loot several ships, I think it would have been too harsh to require all treasures before leaving, and in fact even now it might have been more compelling to allow the player to leave whenever and let them decide how much they dared to push their luck.
The game started rather abruptly, and could have done well to use the nice graphic you have on the itch page as a title page before actually starting. The grey win/loss screens the same.
But I think it is an interesting starting point that allows for a compelling loop of flying around the galaxy, getting into battles and looting the downed ships. But I think it needs looping around that. With all the ships flying around the star map it feels a bit odd that we pick one at random and are done as soon as we’ve plundered it.
I was also too focused on the dogfight to really have awareness to spare on what they were saying.
But again, a nice little game.
Playthrough: https://youtu.be/BBbGJH44FUQ
The game had a quite interesting style to it, but was extremely short, especially compared to the non-skippable intro. First time I did of course want to read the story, though the play instructions could really have been left out of there. But since I just walked the right way and got the ending I wanted to see if I missed something, but waiting all that time in the intro again was way too much.
The little I got to notice of the game before it was over, I was surprised that the movement was so very slow while the turn was normal speed. The key was kind of hard to read too in its sort of exploded state, it felt like it would have looked better from above.
The music is really loud on the title screen too.
It would have been cool to see what you could have built with that particular high contrast style.
Playthrough: https://youtu.be/B8hVOfoYGdo
I really dig the graphics, and though I didn’t fully understand the rules of the mini-game/fight I think it was cool, the part of it I did understand.
There might have been instructions in the too fast scrolling initial text. I think it would be good to copy it and have it on the itch page too. At least the parts that matter for gameplay. Or available in-game on a button press.
The exploration without strafing and turning on AD together with wall rendering bugs and invisible walls that I could only back through unfortunately made the exploration a bit uncomfortable.
I did finally manage to figure out that numbers 1-4 could select the various abilities. That was absolutely essential for playing the game in my opinion. I managed a few fights without even taking damage, which was cool, but also since there was no obvious way to speed up the fights… they also got a bit tedious, that is I think they are too long.
In the end I died very abruptly on my second run while I felt like I should at least been blocking. And since the game closes immediately it felt like it must have done something wrong in its calculations. Especially since some previous fights seemed to have ended before they should, but in my favor, the “the game was unfair” felt reasonable. Waiting a bit, preferably for user input after death, before closing the game would have been very good.
The enemies and their animations were really cool though. And as I said in the beginning I really like the style.
Playthrough: https://youtu.be/PLpgT92uYv4
Fantastic art style, nice atmosphere and cool concept for the fights too.
The game desperately needs some tutorials about how it works though or at least a description on the game page. It took me a whole fight until I started to understand it. And that made the fight extremely tedious since the balancing is completely around needing to build combos. I only discovered the redraw button after I accidentally locked a die.
But even when I got to a decent understanding of how the counting worked, I still didn’t understand the math in it at all. The multipliers don’t add up in any sensible way, and since we don’t see the dice when seeing the score it becomes very confusing. And also slow. I’d really want the summary to be on the same screen and still be able to see the dice.
The other problem with the fight is that I can’t inspect my bag, and that means I don’t know really what might or might not be worth locking. It’s fine to require me keeping track of what has been drawn, I suppose, but at least between fights I should be able to see the contents. And even better be able to select some to not be included / build my deck.
It is still a very interesting game to play, but it feels like relatively smaller adjustments guiding the player in, giving a bit more information in the fights, but mostly making the fights much faster (which they would be if we could get more multipliers too) with less clicks and waits after each attack, then it would have been quite a large jump in how fun and engaging it is.
Playthrough: https://youtu.be/-C9ilt9MLy4
I liked the entry! I didn’t make it though, a ghost fox got me even though it looked to me as the game had just registered an attack of mine that should have killed it. And it felt too large of an ask to play it all again from the start. A checkpoint system when entering each zone would have been very welcome and would probably have meant that I had tried the last zone one more time.
The style was great, including the effects. And I liked the movement and camera too. The game could perhaps have been kinder and ensure that the first normal chicken you encounter in a new region always is the one with the map. But it wasn’t too hard navigating without for a while either.
The rhythm bit felt quite good, and I’m very bad at rhythm so don’t listen too much to my ramblings about if it was on the beat or not. But I do think there’s something odd, or odd going on with the ripost. It seems to disappear when I press one of the attacks that is ahead of it in the queue so to say. And that doesn’t feel right.
In general though very solid and nice looking game.
Playthrough: https://youtu.be/jUwXEvk4sS4
I think this game was really neat. The fighting was relatively simple, but the tension from the water made it very interesting. The levels were quite simple too, but again, the water and the setting made it make quite a lot of sense that it was like that.
I would perhaps have wanted at least the first level to have much slower water, at least in the beginning to give the player time to acquaint themselves and look at the surroundings without just thinking “is that the exit, where’s the exit” If the game actually tracks what the water level is when you climb each stairs and remembers it for the next, then there could be a special rule that just fast forwards the time so the game doesn’t become all to easy for those who just beeline to the ladder on the first level.
I think the difficulty worked out perfectly for me. A bit stressed there on the last blocking enemy before reaching the deck. The switch up with the boss fight was also really neat.
Yeah, I think I liked the game a lot.
Playthrough: https://youtu.be/PRXKOQTWZ-Q
Very cool and unique style in this entry! I like it a lot. I think the simple combat was interesting and engaging too.
But I did have some problems, first and obvious thing was the errors in where walls and such were rendered or not. It unfortunately made it very confusing to figure out how the dungeon layout was.
The way that enemies didn’t show up also if they were on a diagonal also made combat very unforgiving since you could be attacked from a side out of the blue. The combat also was a game of attrition as far as I understood it and that makes such surprises even more problematic than they would have been if there was a health regen or eggs we could eat to gain a bit back.
It’s fine to not have health regen, but I think I would have needed those things fixed and added AD strafing with QE turning to stand a chance to reach the end. It’s also important that as a player, I feel like it was me that failed, but these things combined made me blame the game for my deaths, which isn’t good for wanting to try another time.
Over all though, very nice style and an interesting core mechanic.
Playthrough: https://youtu.be/XN07Cymbm8I
I was quite confused, and I think a bit unlucky on my first attempt. Which also ended with the game crashing so bad that I had to uninstall and reinstall it to have another go at it.
The second time was the complete opposite of the first, and I quite smoothly got myself to the end.
I liked the environment, and the procedural generation worked quite well, I think. The fighting was good, though I would have liked a keybinding for attack as an option (e.g. Space). I don’t feel like there was much available strategy to the fighting since the enemies moved with same speed as me and followed me through rooms. So the only recourse was which weapon I chose to use.
Had the game been much longer, it would have started to be annoying with the fights since I didn’t have much agency/was just there to click the mouse, but as it was right now, I think it was fine.
The ending was a bit of a dud too. It could have been epic to have to get back to the start room, but that would have required to shake things up dramatically and increase the tension, not just entirely remove it. I think it would have been much better if the game had just ended with a text saying how we bravely rescued the chicken and against all odds manage to fight our way out.
But all in all a nice entry.
Playthrough: https://youtu.be/Fgttazw4Iss
I really liked the size of the time window during which player input was accepted as on beat in the rhythm fight. It’s something that’s very hard to get right in my experience playing jam games in general.
Unfortunately the movement controller is quite buggy, doing half steps, and making me get stuck in walls needing to restart the game. There were also some weird things going on with the floor while turning and moving.
The fight also, and perhaps more problematically had a bug that made some of the direction instructions invisible. Which made me have to guess at when and what direction to press. This made it impossible to get past the last battle.
I also didn’t fully understand the logic of the egg meter / health? in the top left corner. It seemed to load into an arbitrary start value, not reflecting what I had at the end of the previous level. And when I died in the last fight and the last level reloaded, I had a different start value than the first time I entered that level.
Playthrough: https://youtu.be/5UoVAEQvhmk
Thank you so much for playing and recording a video. I really like how you were repeating “Was there always X here”.
You got really lucky there one time, or perhaps unlucky, with the stacked coffee cups. They’re always a pile on that desk. So there must have been a real anomaly somewhere you didn’t look. You figured out that they weren’t an anomaly later though.
If you are interested you walked right by one too around here https://youtu.be/IMZG3yGqzog?t=900 but I saw that you later spotted the same one. (Since you missed it / took the wrong exit, it was still in the pool of non-resolved anomalies).
You also, on one day said several times “I don’t think there’s an anomaly today” and then went for the fire exit and got progression because there must have been one somewhere!
These lucky breaks probably is part of why you only saw two anomalies. Also, of course, using forgiving mode shortens the game to where you don’t encounter as much of them. But I’ve also since improved the random rules for it to hopefully give a better experience / frequency of anomalies.
I took some great notes from your video, so I’ll get to work on some of the stuff right away.
It was an interesting combo to have all of the game be rhythm based. I totally missed that in the beginning, it should really have been stressed when starting the first level: “You can only move to the beat” and then I think, as others have pointed out that it would have been good to have the margin for being on beat be a bit more lenient. And with a visual feedback for that you are on or off beat with your presses.
The instructions only had information about throwable weapon, while it was a one time laser, but I seemed to be holding a chicken club and I’m not sure but I feel like some enemies disappeared after a maybe just walking into them? I’m not sure what happened, but the instructions left me confused because it looked like you got exactly one shot and needed to use it in the right place or you had to replay the mission because you didn’t have any other weapon.
But somehow this wasn’t true, because I could complete the second level.
Unfortunately the camera positioning was also really awkward for a crawler being much to far forward in the current tile which added confusion to where I was, which with my own very low rhythm based game skills made it very hard.
I really would have wished to have gotten to play the game with more forgiving margins and a better camera and feel smooth about moving around the dungeon to the rhythm. That would have been sick.
Playthrough: https://youtu.be/OzzekcF_bbo
I’ve never played REPO, but I imagine that could have been an inspiration. The game was cool and I enjoyed playing it though it and circumstances caused problems for me. Couldn’t use the windows version because window was too small and it crashed trying to get my cursor back and my entire computer hard crashed when playing the web version the first time. That was probably a circumstance though.
The core loop was very nice, hearing heartbeats to indicate distance to monster and then being distracted by collecting all the things. I really really didn’t like the keybinding for taking and inventory. I don’t think inventory served any purpose other than being annoying and making me have to let go of the mouse to close it. A little message saying what I picked up and its worth right above to stolen total would have been much nicer.
The little red dot seemed quite bugged too, staying red after grabbing stuff.
It took me a death to also understand the mini-game if caught. I think the problem there in part was that the dot is so very small and you have those big red things stealing all attention that it’s very hard to notice that the dot changes color. And it is quite a problem dying like that in this type of game and having to start over, so I think a clearer dot in the mini-game that also changes shape when over the target would have been good.
After I ended my run and went back to just to fight I figured it out and then it became very understandable.
I would probably have stayed collecting more stuff if it wasn’t for the fact that I had already played once before the game crashed. And that my only prior getting caught by the monster left me feeling like I didn’t understand the mini-game.
But other that these things, I really enjoyed playing and grabbing the loot.
Playthrough: https://youtu.be/R2HbAYSuOps
Cute cozy little chicken liberation game! It played very nicely and was just about the right size for the content.
It could have been cool if the regular tile to tile movement was normally low/sneaky, but when you press forward onto a tile with a chicken you do one of those fox hunting jumps / pouncing on the chicken.
It was a bit confusing those times that I didn’t immediately enter battle and or win on first try, because we were sharing tile even walking around on the same tile, I think. So perhaps we really should have stayed in battle until we win or die?
I liked difficulty, but if the game had been longer I would have liked some more tension, I think. Letting the farmers walking around or introducing a new enemy, e.g. a guard dog, that does so.
All in all though, a very neat little game and really enjoyed playing
Playthrough: https://youtu.be/UsT7t6QHG8k
I couldn’t make it to the end unfortunately, and I think the game crashed on me on my third attempt at the last gauntlet. The atmosphere was very cool and the shooter mix interesting. It did get too hard for me though. My feeling was that the enemies were re-spawning in the final room? And I had absolutely no chance navigating while being shot at. I’m not sure, but I would wager that 9 out of 10 games I’ve played so far uses QE as turn and AD as strafe (also my own very strong personal preference). While in most crawlers that don’t allow to remap / toggle of keybindings, it becomes a bit annoying, but when pared with real-time shooting it’s quite like playing a game with on extreme hard mode unfortunately.
You’ll see in the playthrough how much I struggle.
The UI could perhaps have been looking a little cooler for health and shield. It wasn’t too bad that they were spread out as I feared, but it could have been nice to have them all next to each other too.
In some cases I feel like collision boxes on enemies were a bit too narrow and also that collision boxes on furniture and such a bit too large. Especially with that time constraint, shooting chickens that were quite well hidden shouldn’t be hindered too much by collisions on shelves and sci-fi gadgets.
Otherwise I really enjoyed playing, and I think the game did great with most things it attempted.
Playthrough: https://youtu.be/GxbvMV2fhuI
I liked this one quite a lot! The environment, the grain, the monster, the 3D spatial sounds. It really had me toggling the map every other step. But in a good way. And getting really stressed when I forgot I couldn’t walk while it was up.
I did get quite confused with the use of blue key card for the red door though. And that did break the tension a bit.
Even though I liked the slow transition speed, the turning felt wrong in how slow it was. And something with the timing had be turn too many times and such that if it had cost me my run would have felt like the game’s fault.
I also think pacing wise, it started out great, but I think it got easier once the barrier was lowered, which would have been fine it was just for a short moment, until it got really scary as you try to get back to the elevator. That I could just run straight for it feels wrong.
But it was a really good game. I’m not complaining, I just wish it had kept me more or edge and had me a bit more scared.
Playthrough: https://youtu.be/G3FB6p_-GYY
I quite like this game. I’m a sucker for deck-builders and the cards were an interesting mix. The one thing it that regard that I felt like I was missing though was the ability to actually influence / build my deck. I did one choice towards the end and avoided a fight with a golden chicken because I felt like I didn’t really want more defensive cards that would just prolong the fight.
One obvious thing would have been to allow the player to pick a minimum of N cards (or bench a maximum of M cards) to affect their deck. Another, that might be cooler would be to allow the player to accept each new card or burn it (for some instant coins).
Exploration was nice, though please let us have strafe (and move turns to QE), in the end though it got a bit bugged and my player character lost track of the grid. Fortunately it didn’t stop me from being able to reach and beat the final boss.
I had various more things popping into mind while playing, to check out the playthrough.
But overall a very fun and solid entry!
Playthrough: https://youtu.be/VKa_h9eAN8o
Interesting concept.
It took me something like 4 times until I managed to complete it. One of the main issues was that the delivery to the tree required me to rotate which wasn’t at all obvious. It wouldn’t take the spirit by just walking up to it. I also felt like the time / number of steps given was a bit too close to the most optimal run that it felt a bit unfair.
But I really like the idea, it would be interesting to see it expanded upon. Maybe you slow down the drop rate for each spirit you return, maybe you can sort of regain some height each time you get rid of one of the invaders. Something to keep the tension for longer and giving the player second chances.
Playthrough: https://youtu.be/i4PGUfulBnA
Really fun music, well put together assets and a really fun interpretation of Metal Gear Solid (even though I never played any of them).
The first two levels were kind of easy, the third one though, that was a challenge. At least for me. I very much enjoyed playing it.
I got the bugged out of bounds box on the third level, and I feel like I could hide when I shouldn’t be allowed (but I liked it). And since the dogs did see me quite far away and at least at one time with a 90 degree angle and further than the minimap, it felt quite like it balanced itself out.
There could have been some more feedback while hitting the dogs to clarify that it was a hit and not a miss. The movement, I would have loved to be able to hold forward down. But the maps were quite compact so it didn’t matter too much.
It’s a very solid game. Just perfect length for its content.
Playthrough: https://youtu.be/IwC8IC1mT8k
It is one brilliant title. I explored it for a while and I think I found 5 secrets, those circle things / feathers. I didn’t have the energy to map out a way to actually collect all in the same run though.
The auto battle was nice, but after a couple of resets, I really would have liked to have a fast forward feature to not have to wait it through. And similarly, the resting, in part because the crazy hens were so OP felt more like a punishment (since all it did was to have the player wait, with no in-game resource being spent). The random encounters could happen to quick in succession too.
I did enjoy mapping it out though, for the most part. I got a bit tired when I realized I had missed being teleported, but that actually gave me a hint to a feather I had initially missed.
I very much liked that every other tile had a square on them (once I figured out what it was, first I felt it was a trapdoor) to help navigating and having while having instant step.
So it’s really a pity that we didn’t get to explore it with more balanced crazy hens so one wasn’t on an invisible step counter until death. But otherwise very impressive retro entry!
Playthrough: https://youtu.be/sSvHuLnV-yM
Ah I think because the WASDEQ was wrong in the text, when I got to the 789 etcetera my brain was already in “this doesn’t make sense” mode so I never looked at the keyboard to realize in fact would have made sense. It would have been super nice if I could have had both key hints or been able to toggle which mode I was using or something like that.
Good that I had Mr Chicken with me then!
And thanks for the game, I did indeed enjoy playing it.
You had me very close to giving up there with the fire killing me and and also right before finding the auto-map. I didn’t want to have to start over again from the beginning. Fortunately reloading I was able to escape to the second floor and with more powerful loot the fights also got a whole lot more fun and more tactical.
There was a very strange bug with 5 (move east in battle) didn’t work. I also got tricked by F toggling attack and then de-toggling it no one was in range but fired if something was in range.
As I say in the end of the recording, having one through nine without a numpad is really very awkward navigation and it would have been reasonable to have navigation stay around WASD in this phase too and move the actions somewhere else. Or at least offer that as a setting, if it conflicts with people who play on numpad.
Also I’m wondering if the instructions on the game page for keybindings are for french keyboards or such, because I’m pretty sure it didn’t say WASD + QE turning, but that was how the exploration key bindings actually worked.
I liked the cute retro graphics, in particular those when entering special rooms. I never fully understood what it signified walking through those other colored walls, where they supposed to be illusions but extremely obvious? Or was it one of my crew that had special ability to detect them?
Finally the ending, it was nice, but a bit confusing that I could still remain in the prison and continue crawling around.
But all in all, besides some awkward UX in fighting a very solid entry indeed.
Playthrough: https://youtu.be/U1tsw6E0o_M
I like the vibe and there were some very nice looking animations. I also suffered the UI being partially off screen and got some confusion about the rules of the game. It took me a while to understand that the circles to the left probably was my health, rather than action points or similar. They don’t really look the part of health meter for a medieval setting and look more as something that in the 90s would have signaled futuristic.
I’m guessing that the crossbow and chest don’t really work yet, and that it wasn’t truly on purpose that we start with the back to the cave/enemies. My feeling is also that more or less all enemies of the level start homing in on the player right from start, rather than using some area/line of sight trigger to start hunting me. It could of course be justified through world building and plot, but without it, it felt a bit strange.
I’m also not sure if I won some of the rounds I played or if I lost all. I felt like I did have health left when the chicken and world disappeared. Just a simple “You DIED” vs “You put down the naughty chicken” would have done very much for the experience.
I had some more comments, in my video, but in general if there was a little more time to fix the game up some it could become a very cool game.
Playthrough: https://youtu.be/JUSXTjBP4jg
Most of my bosses have been quite alright actually. I’m happy to hear the game made you laugh.
I tried with way to much text, to onboard the players, but I did still fail at that, I think. So I’ve been working on voice hints for various scenarios since the jam, but one thing I haven’t gotten around to which I need figure out somehow are pushing people to make a decision and try one of the two exits (elevator or fire escape), by the sounds of it, you might have been staying on the same day (or were very unlucky with your exit choices). I’d be quite interested in knowing how you played it as I’m working on a post jam update and considering taking it a bit further than that too. Were you always reset by being caught by the manager, or choosing the wrong exit? Did you venture into all the rooms? That type of thing.
Thank you very much for playing!
I dig the atmosphere in the game! And it was an interesting mix of zero-g space fighting game and crawler. Loads of stuff to make and that worked great as in setting own quests. The controls were a bit hard to learn in the flying, and with enemies spawning in rather quickly and in tight formations there were some very quick deaths where my momentum gave me little chance to survive. I wished there was a quick save for that! But I did learn some after a while.
For the crawling, with the maps as limited as they were, I never reached any with substantial threat that would match my equipment after having struggled through the first one without any upgrades. So they didn’t feel like they had a sense of danger. And I think I would have liked it the other way around better. Being able to faster upgrade the ship to become very powerful but needing to do dangerous ROD exploration to get some of the critical elements that can’t be found while pew pew flying about.
Some of the AI assisted things felt like it shown through a bit more than I would have liked too. But all in all a very solid entry.
Playthrough: https://youtu.be/vE3fONZaaUc
Really lovely game, very nice graphics and cool engaging combat, though a bit stressful at times. Good way to remove the advantage that real time combat dancing around the enemies otherwise often has. And I felt like they were flanking and mixing up strategies on purpose just to throw me off! Very good indeed.
I did have some confusion about the game running on a timer or something on the ship part II. It was quite unclear to me until I died and needs to be communicated much stronger.
Exploring the various levels felt engaging, nice little secrets and rewards in barrels and such. I enjoyed playing a bunch. Got a bit quiet at times while recording because my brain required its full attention on the fighting.
Playthrough: https://youtu.be/Y_d72aO61m0
Really cool combination with reaction number button, then upgrades and try again. It made me, who admittedly was very bad at the game feel like I was getting better at it when in reality I was just making the game easier with the upgrades.
There were some quirk with the shooting or something I didn’t understand, because the number of bullets seemed to be endless, yet at times I could only fire a single bullet, sure to have hit more buttons before the UI timer indicator had run to the bottom. It could be that the indicator was running behind, but that would be very problematic in a reaction based game.
Also couldn’t manage the final boss, which I think was utterly broken for me. I even tried spam pressing 4 and hoping it would appear and when it did, I still lost.
So even though my reaction times were really bad, I did enjoy playing and if the bullets and kinks in the mini-game had been ironed out it would have been a real banger of a game. Still very good though!
Playthrough: https://youtu.be/V-LGw8UYSDA
I got to the end! I really like the style and if it weren’t for the bugs it would have been a really smooth experience. Most of all I fancy the visuals, I think. I think the game got a bit on the silent side and I would have liked more effects and atmospheric noise to go with the cool visual stuff.
Very good entry.
Part II of the playthrough: https://youtu.be/EPDvxbvf_X0
I didn’t get to play all the way through in this session, I encountered the mini-game bug and itch didn’t want to restart the game afterwards. Hopefully, I’ll have a save to continue from next time I have to play some entries. So these are just my impressions from the first part of the game: I like what I see!
The style, setting, and everything feels very nice! Or maybe nice is the wrong word, but those aliens are kind of cute!
I liked the hacking game too even if it ended my playthrough and I was a bit too dumb, or lets call it tired, to work on it rationally.
I encountered some more bugs and minor glitches which should be clear in the video.
The fighting took a little while to fully understand, but it was nice once I worked out the rules, and lenient enough that it didn’t matter much that I was fumbling a bit in the beginning. Which is very good balance. The first alien that scurried away in the dark got me thinking it would be more of a horror experience in the combat, but I like it this more casual style too. It would have been nice with a couple environmental sounds and possibly background music, at least in the base.
But again, I like what I’ve seen so far, and I’m hoping I get to complete it.
Playthrough: https://youtu.be/BVjXjcn4gf0