Cool style.
I had trouble discerning where the hitboxes were for getting to the next screen. I think what I expected was for the transition to the next screen to happen when I'm at the edge and I press right.
Would like to explore this world more.
Unlocked all genres, was able to make a pretty good wage as the video guy.
One issue I ran into was that sometimes clicking on the tray that holds the ready VCRs wouldn't register and I'd have to angle my view further to the right for the VCR to be dropped onto the tray.
Personally my favorite aspect of the game was the terminal where you could manage your store assets and money. I just found the aesthetic of the whole thing to be interesting. The haunting guitar melody adds a certain something also.
Pew pew.
The base gameplay is a lot of fun. Playing with someone else is completely different from playing alone.
Make sure to boost, otherwise the game flow isn't as smooth, it's really important.
The game IS nauseating to play if you are the type of person who likes to do a lot of tricks.
But the ships look so elegant it seems worth the suffering. Just bring a paper bag for your flight!
I've only played the first 11 missions. The storytelling via the computer database system e-mail is really cool. So far it is pretty easy. I also think the audio is your top priority to fix. I could imagine some really neat synth music would fit perfect with this project.
Maybe the difficulty picks up, and I'll be playing more of it later, but I think you should challenge the player earlier into the game.
That being said the transitions between levels and menus are flawless and overall it feels about how you'd want it to feel.
Spoiler warning.
I really liked it, even though I am a fan of clowns. The protagonist feels unable to defend themselves for the first half of the game, making the player vulnerable to every clown on the map.
This makes it all the more satisfying to finally get the net and start scooping up every clown as you go. The giant shirtless clowns were a good way of increasing the challenge once the player had reached the net.
No dialogue is used to advance the story; the story is told visually and through game play. That's an admirable route to take. This also leaves much to the imagination, and the questions about who these people are become more interesting because of that.
The player movement is very slow. This is actually fitting to the game and makes sneaking around the clowns more tense. However, as time goes on it becomes clear that a run button is really an essential feature that needs to be added. This could be presented to the player in the form of a power-up, perhaps after the player leaves the house with the net.
Honestly was a lot of dumb fun.
Some of the jokes are pretty stupid but it was a silly fun game, despite the quality.
Throwing the wheelchair kid around and putting dumpsters in the middle of the road were the best parts.
About halfway through the game I found out you can surf through the air on those skull enemies if you lure them out from the underground area.
I finished all five missions. I'd probably play more of the game.
I played with a gamepad.
The player movement felt deliberate and heavy, like you'd have to plan out your attacks a little ahead of time to do well. Kind of like Castlevania or Dark Souls.
This is fine except I felt the collision was hard to trust and sometimes I'd swing my sword 2 or 3 times and it would go right through the enemy.
The blood effects were cool looking, if you have future visual updates I'd like to see more like that (maybe different sizes for different blood particles; different particle speeds; etc).
I also couldn't advance far enough to get to later enemies and items or turn any eyes blue. Maybe I'm just bad at the game haha. Although it might be good to trigger some eyes to turn blue after the tutorial tells you it's possible. Just to demonstrate to the player further how it works.
Slicing the enemies in this game is satisfying enough that I'll probably revisit the game to do just that.
Cells are a great template for building a game, I've had similar ideas about making games where immune systems gather together to defeat invaders.
When I started playing I found myself getting defeated over and over while trying to use immune cells but quickly found that a single enzyme on the corner bend and an immune cell near the exit was enough.
However, once I started placing many cells I found that only one or two can fire at once despite there being many available. Not sure if this was intentional or not.
When selecting an immune cell in full screen mode it's easy to accidentally place one on the grid behind the button.
All in all it's a pretty nice tower defense template.
I had a nice time exploring for a few minutes and reaching the edge.
One thing you could have done with your time is to remove the shadow for the player capsule, that's a small thing you can do that improves the feeling of controlling an actual player. Otherwise they can just look down at the ground and see that they are nothing but a geometric shape.
I am so in love with the music in this game.
I like how it worked with the color limit.
The player moves at an incredibly slow pace, and I'm sure part of that has to do with the 'time' theme but it made me almost quit a couple times because I got so bored.
But I was intrigued by the atmosphere so I kept going. Brutally truthful game, I really enjoyed this one.
Thanks.