Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

npsullivan

6
Posts
A member registered Feb 20, 2024

Recent community posts

(1 edit)

I wasn't able to play this game on my mac (just leaving this comment for the instructor). 

Bugs/quirks: I think the patients take a while to initially arrive in the patient rooms, so there’s a fair amount of waiting at the start. 

Minigames: I like each of the minigames. I like the balance of quick minigames (the muscle and diagnosis games) and the pill minigame, which takes longer but allows you to utilize the grappling hook. 

Movement: I think the movement is intuitive, and the grappling hook is fun to use, and actually helps you get to places faster. 

Score: After 4 attempts, my high score was 130. 

Challenge/engagement: For me, the biggest challenge was navigating between the rooms and getting to different floors. 

Anything to make more fun: I think the game is a ton of fun as is, and there’s an actual learning curve, since my score increased with each play through. One thing that’s very slightly less intuitive is the UI element for the floors: I think the floor levels are organized where each floor is a column is a floor as opposed to each row. Maybe adding some text over the column with the floor level (or organizing floors horizontally) would make this more obvious.  

General thoughts: I don’t have any other thoughts, other than that I am very impressed with the game.

I really like the aesthetic of the mashup of 2D and 3D. I think the 2D provides a nice contrast so you know which objects to focus on (the bugs and plants). Overall I like the look of the game a lot, main character included. If there was more of an incentive to explore the rest of the world, that would be cool.

The game doesn’t really feel frantic to me yet, as the bugs seem to arrive pretty slowly. I was slightly confused about what the skull icons on the plants mean. 

I found it a little difficult to aim. It might be because of the combination of 2D and 3D which throws off my sense of distance a bit. I also like the idea of zooming in to shoot, though I think the zoom in may be a little too dramatic, as it can be a little jarring. 

Regarding shooting, sometimes the character would get turned around and the projectile would go nowhere. 

I think being more explicit about the progress of the plants / the goals would make it easier for the player to grasp what they should be doing.  

This note doesn’t really have to do with the game itself, but I am having issues just with moving the game window around; as soon as I try to, it shoots off the computer screen and I can’t play the game.

I like the low-poly look of the procedural landscape, I think the ground looks pretty cool. I also actually like the black skies. It feels kind of ominous and mysterious, like I’m roaming around in a simulation. 

It is a little hard to explore as climbing up inclines is very difficult, and the perspective/character slides down the slopes. I think moving the camera up slightly could help with exploration, as you would be able to see more of your surroundings. I also had trouble distinguishing parts of the world I had already explored from those I hadn’t, so adding some more detail that would make parts of the world more identifiable (like unique tree formations/geological anomalies or some-such) would make exploration clearer. Or maybe a minimap showing where you have gone. 

I suggest adding some sort of visual indicator that shows something can be interacted with, as I didn’t realize what the minigame was until I read someone else’s comment. I was somewhat confused by the minigame: at first I wasn’t sure if it required some sort of action on my part. I did eventually figure out what the minigame involved (clicking rapidly), though it would be nice if it had more of a bearing on the game (it’s also a little tiring on the fingers).

(BTW, I love the painted art for the game.) 

I think the difficulty is at a satisfying level right now. I was dying a lot the first few times I played before I realized I could spam the staple gun, but now it's just a good level of challenging. The enemy knockback makes the gameplay a lot more manageable. Speaking of the staple gun, I really like the aesthetic and concept of the gun and the whole game in general. I think it would be cool if the enemies’ weapons were also office-related like the gun. 

I think there’s replayability up until you beat the game. To have more replayability maybe adding a timer and keeping track of your best times would incentivize players to keep playing to try and beat their best time. More variety in general would also help the replayability.

I think the game is very intuitive, as there are visual indicators and the concept is simple. I think adding more office mainstays / enemies might elevate the concept even more. Perhaps enemies made from inanimate objects made animate (just an idea)?

This game is impressively polished, what with the art, the number of enemies, the multiple islands and the bosses. I really like the aesthetic of the game. The power ups are nice: they feel satisfying to collect and actually make the gameplay more enjoyable. 

I think for the most part the difficulty is not too hard and not too easy. Each individual stage is not hard, but making it to the boss fight with enough health to survive is a challenge. The kraken is not that hard to beat, but I haven’t been able to beat the crab yet. There is a lot of replay value, trying to take down the bosses. 

As for controls, it seems there are times when the projectiles don’t go to where the cursor is, specifically on the right side of the map at some points. 

The lunging birds sometimes feel a little uninteractive, but besides that I like all the other enemies. 

I like how different the 2 islands look. I even prefer the look of the second island, which feels like a reward for making it out of the first.