Short and sweet. Shame about the music bug but I won't hold that against you. Good vibes all round, I don't think I have any criticisms to add. Maybe that it was a little unclear what the "motivation" bar actually did? But it was fun to see the numbers go up (I probably shouldn't have filled it by only clicking on the cat).
Mimi
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Really cool idea and vibe. And more games inspired by Hotline Miami is always a treat.
However, Hotline Miami understood one thing that I feel is missed here. And that is that it's really hard to aim where you're not facing. You're not going to have the same accuracy as an FPS shooter. That's why in that game you can lock onto targets and never miss a shot. It's totally okay that you deviate from that formula, but I feel that the game expects me to be a crack shot with these controls, this is especially tricky with the slow moving player projectiles. Because of this my strategy becomes to move around as much as possible to avoid getting hit, but I'm limited by all the many objects in the scene that either block my shots or slow me down with physics. Additionally the enemies shoot me from offscreen before I can shoot them, which makes it very tricky to avoid taking health.
All this to say, the game is too difficult, but in a way that is more nuanced than "enemies have too much health". But other than this, and a bit of needed polish, I thought this was a really great entry and I hope you're very proud of the game you've made here. You had a week so I don't expect anyone's idea to be faultless, mine certainly wasn't, but I think it is helpful to highlight areas of particular friction so that we might all learn from them for future projects.
Ngl I didn't read the description until afterwards so I did not know the controls lol. Still, I mostly figured it out and had a good time. I really loved the impact when you take damage, really juicy sounding. Weird controls but it's easier if you play with one hand per button so you don't get as confused between the two. Idk about "P" bc I didn't realise that did anything. Overall could've done better signalling what was going on, e.g. the aim of the game, the controls (in game) and what effect certain things had. Like how microwaves are good but everything else is bad. It was only trial and error that taught me that. But the actual meat of the game, the core gameplay mechanic was really solid and fun which is the important part. Good work.
I challenge anyone to beat my highscore of 39!
Very cool game, so not much feedback to give. Although I do wish it got progressively more difficult as time went on, as I was only getting better at the game and less likely to die. Still the mechanics play in nicely with each other and I was totally engaged while playing it.
I really liked the vibes of this game, and I thought the mechanics were cool too. Could do with some more polish, I had no idea how much health I had and some menus weren't very readable. It would've been nice if the enemies made sounds too. But overall I really liked the concept and the modifiers were fun. Reminds me of the game Far Far West. Just remember that UI is important too, and should be consistent with the rest of the style. Keep it up, I love games like these so I'm happy I stumbled upon it.
A very fun game, super unique concept. I got third person quite early on first time playing it which feels quite different to playing it in first person. Luckily with all the modifiers every time you play it it's a little different so I enjoyed it a second time in first person and really got a feel for the chaos on not knowing where the other car is.
Well made, I hope you're proud of your work!
I thought the level design was quite good for a game this simple. It's very open but I always felt like I was going the right way. I could easily see what was up ahead and it twists and turns in just the right way that I see what I'm looking for or where I've been in time to know where to go. Levelling mechanics in games of this scope usually feel redundant. But in this, particularly because levelling up heals you, felt critical and integrated with the game. The stats increase was just the required steady progression. I like that it made me fight more enemies to heal rather than running away from the fun.
That being said, the fighting mechanic is a bit simple, and it's hard to aim in the correct direction while moving, so most battles were fought one-on-one and along a cardinal direction. Because of this, there was little skill expression and it got repetitive quickly. That being said, I played it through to the end and enjoyed the tid-bits about the story.
I did feel the ending was quite anti-climatic, I wish you'd mixed it up a bit and made them tankier (it was over so quick), and done something to make them not just a normal enemy. Like make them slower but maybe unable to be stunned by attacks to make it feel more dangerous but still fair.
Some really good elements overall, and I hope you make more. But visuals, audio and theme integration weren't particularly strong so that will harm the score a bit. Thanks for making this game!
Honestly this is the best game I've seen yet in the game. Absolutely incredible. Only gripe was the getting changed task was quite difficult because it's so far from everything and it's right at the end. But if anything, it meant that when I finally got it, it was very rewarding. Only took three tries so I think that's pretty reasonable.
VERY JUICY. Love love love the style and I can imagine that if you put some serious time into a longer-term project you could make something really special. I do wish however in this game you focused a bit more time into how it feels to fight the enemies. They're too unforgiving and that makes me not want to fight them, instead I run and spam click from a distance, which isn't conducive to a game of this genre. I want to get up close and personal with these enemies and feel super powerful doing so, but with the immediate death (which I don't mind on its own) I'm too scared try anything all that fun.
That being said, really solid execution other than that and I hope you make more like this.
I thought this concept was so cool! I loved the use of multiple windows and the mechanics were really engaging. But the time to complete each message was insanely short, the dial would sometimes get stuck if my cursor when outside the window which would completely kill the run since I had to be so fast. I still enjoyed it tho, I liked the humour.


