Thanks for sharing!
Lou Bagel
Creator of
Recent community posts
Thanks for trying it and leaving feedback!
For the chance/random, were you thinking of the room that has three characters walking? That one was random - not in the mathematical sense but in the game design of it, as each of their routes were independent of each other and had different durations. I'll take the feedback as to be more intentional with the design.
The last room, I was intending to have different ways to solve it. As I worked on it I thought maybe it could be an "easy" way of using all the distractions (there are 3 in there) and a "hard" way of not using any and just do timing. I think the "hard" way ended up being too easy. I might play around with that room more and also be more intentional with routes kind of "syncing" there as well.
Thanks again, this really helped!
Hey, a couple things I thought of for feedback while playing:
- The main player sprite blends a bit with the background; would be good to update colors to player stands out more
- The items, whether power-ups or obstacles etc, on the platforms are a pretty small and not obvious what they are or do. They could probably be made a bit more intuitive.
No bugs or anything and works well, so good job overall
Thanks! I love that you refer to MGS when talking about this! Its some of what I was going for and love the series as well so such a honor!
I was actually thinking while watching your play through that I feel like the range of her vision should be reduced. I believe her cone is currently a 45 range of vision but I might try out something like 30 and see how that feels.
Pretty cool game!
Only played one time part way through. It is pretty rough not being able to change the order of units once you place them, but can see how that makes it a big part of the strategy once you know what kind of units will be available.
At certain times it seems a bit unclear on what to click on or what you can click on. Took a bit to realize that you could upgrade units. Also, never really understood the freeze and the interactions when clicking on the units to buy.
Cool concept!
Couple of feedback:
- I was lazy and didn't read the instructions at first since they looked long. Went back and read them after a couple games and they were good - but you might be able to make things a bit more intuitive in-game
- Even just putting the word "Power-ups" or something over the bar of available special items
- Having tooltips or a text bubble when selecting a power-up would be good even if it is a short description
- It seems like the power-ups came in pretty fast. It could be a bit more strategic if you get less of them, but with more it is kind of more fun ha
Thanks! I took your advice and made this just for you last night: https://store.steampowered.com/app/1103790/DaveMan/
Hey i recorded my playthrough for your visual feedback:
I'd definitely say it is a bit slow, with my biggest complaint being not aware of where the door will appear. Sometimes this causes you to basically beat the level twice - the first time to see where the door will appear and then restart and re-plan it out knowing where you need to end.
This isn't horrible, but the fact that the guy moves fairly slow and you can't skip the dialogue makes the game seem like a crawl.
Overall it seems polished and such, but it just needs less downtime for player.
One huge thing that would help is some kind of feedback when item falls into bin successfully.
I noticed there is an effect when it goes into the wrong bin, but there should be one for the correct bin as well to let the player know they are doing something correct.
Especially since it doesn't actually look like they are going into the bins, with the z-index going behind the bins. That would be next item I'd say to fix.















