Let's talk about 2DOM!
Oka's Games
Creator of
Recent community posts
That's a valid criticism:
* The hint could be misunderstood - Something that I considered, but had to weigh being too easy vs. a challenge. There is also more than 1 "wooden hand" in the scene, making it confusing.
* Spamming clicks - One feature that I intended to implement was triggering a scare when you clicked on something that wasn't the hidden object. It is bugged and doesn't trigger correctly, allowing for spam clicks.
* Good tutorial. I misread and got the gnomes backwards, but that was a me problem
* Missing some feedback, such as gnomes taking damage
* Gameplay feels a little slow, but not quite boring. I didn't have a desire to keep playing, but that could be a me problem.
* Human sprites are rendering under gnomes, which helps the player not lose their gnomes, but also looks unnatural.
"you can't save them all...that part is very intentional. the fuel and lens are also intentional to force you to focus on maintenance/management"
Got it, that came across then. I considered it may have been intentional, but I didn't want to assume. If the only exploration was the ship logs, the game felt bigger by all the interactable objects. I thought "maybe I need to use those rusty tools" or "surely this hatch will open somehow". It didn't seem like I could do anything, though, because the maintenance took so long, and lasted very short.
* Very short, would have liked to see a way to exit the simulation. (Maybe there is, and maybe I didn't find it)
* The character rotated on its own when you walked into walls. This caused some motion sickness (You may want to lock the rigidbody's rotation and move the player object such that: up/down is the camera pitch based on mouse vertical delta, left/right rotates the gameobject based on mouse horizontal delta)
* Using the hangman board, I was able to push it over and walk over the well. Sadly, the well has an invisible collision, and I was not able to break the simulation. (this would have been a fantastic way to end the game though)
* The gamma check at the start was interesting, but it led me to believe the game was going to be longer. Is it really necessary for this size of game?
While playing the game, I'm confused.
* There is a tutorial for the game, but its found on the lower floor.
* There are switches on the upper floor, but its not clear what they are for. Randomly flicking them got the lighthouse to function
* How do you keep ships from crashing if the gas and lens drain so quickly? Eventually you have to stop and handle them, and it feels like all that downtime is forced failure.
* There seems to be some exploration to the game, but I cant step away from the lighthouse long enough to explore.
Hmm...I guess taking the toilet as an example, we have: Toilet/Throne, Loo/Latrine, Ceramic (kind of a stretch), Potty/Pee/Poo. I saw there was a variant with yellow water, which worked for "W" (and I'm guessing was wee/whiz), but could also be classified with the toilet names. A picture says a thousand words :D
I think it's fun, it had a cohesive story, a start, middle, and end, a variety of music and maps. I had a few bugs while playing though, and the intro cinematic was played out too long IMO. I was able to beat it, but the ending is kinda anti-climactic.
OK now from the developer's perspective: Of course those bugs had to appear after submitting. We spent as much time bugfixing as we could, but we couldnt catch everything. As for the ending, it had gone through several iterations and we finally settled on one we liked, but didnt have enough time to make it the best it could be.


