Hi, glad you enjoyed! I'd just like to touch on a few of the issues you brought up. In our mind, the checkpoints being far apart increased the risk of sacrificing them. And we knew the players would likely never go for sacrificing checkpoints if they knew it wasn't required to at least hit one or two to get ahead. But a lot of this is a matter of opinion. Thanks for taking the time to comment!
Nitricswight_dev
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I really enjoyed this, it has a satisfying gameplay loop. Personally, I think the controls could do with a rethink. It would maybe be better if the pitching of the submarine was controlled by the mouse, and W and S were to sink or float. This would make aiming a little easier. Super cool submission, you guys got a load done in such a short time!
hey man. So the AI was made in like an hour or two because I was running out of time. But how it works is basically the creature will wait 20 seconds before attempting to advance. If you are looking at it, it will wait another five seconds before trying again, until it eventually is able to get to the next pose. In hindsight not the best way to do it. Getting a battery completely resets the AI back to pose 0. Getting hit by a virus immediately makes the AI advance. The light flicker is just to hide the obvious teleporting
This was super fun, and you did a lot with your limited time! Major portal vibes, which you can never go wrong with. Small gripe that there is no momentum conserved and you can't fling yourself across the map. Also some collision checks could be done on the head so that you don't float on the ceiling when you hit it. Other than that, I loved this! Please do more if you want to!
It's really fun, and a creative use of the theme. I do always feel like I'm fighting the rotation, which sometimes just sends me the opposite way even though I'm sure I got it right. It makes chaining consecutive jumps for the higher obstacles a little difficult, and I think I cheesed a few levels by wall-jumping. Other than that, it's a fun time. Physics always makes any game 10x better!
It's super polished, well done! The dash is cool, but it'd be nice if it conserved your momentum, and shooting in all directions would be helpful in a top-down perspective. Also it can be easy to get yourself softlocked with no ammo, as powerups aren't regenerated on death. The art is great, excellent submission
This is amazing, such a clever use of the theme! If I had to nitpick, some of the hitboxes are a little unforgiving and the sprite sizes are a little inconsistent, but those are such small things that they're barely worth talking about. The movement is tight, camera is good, and the ability to save a screenshot of your run is SO CLEVER. Excellent job!
I enjoyed this, and the fact that it's your own engine is incredible! It would be nice if the player had any incentive to use any of the charge types except the biggest, for instance you aren't allowed to hit the top of the screen either so that you have to choose in the moment which jump strength to use. I enjoyed this!