I think the idea is good, puzzle solving/detectives games are great, but they need to be properly guided. I think a little clearer clues would be helpful, I was only able to get until the point where you unlock the shovel but I couldn't figure out what to do with it because the timer would run out, since I unlock the key for it 15 seconds before the timer runs out. I think more time would also be helpful. A more spacious house would be nice as well too, it feels a little claustrophobic in some rooms. Other than that, this is heading towards the right direction.
opedrin
Creator of
Recent community posts
I couldn't agree more that this is a very interesting and creative take on the theme. However, it lacks proper execution. I definitely needs a controls menu/instructions, I was only able to figure out how to become a bat because Grace told me how, until then I was stuck in the first kangaroo not knowing what to do. Also, the flying mechanic needs to be adjusted, you can glitch to fly infinitely and you can get soft locked in some places above the buildings, since the bat bar doesn't regenerates unless you touch the ground (I believe). Also, the blood bar can be interacted with the mouse, make sure for UI bars, you turn off the "Interactable" option in the inspector. On the other side, the 3D models for the buildings look really good, as well as the vampire character (maybe some hair for him, but I understand in a 4 day deadline it was complicated). Overall, I think this has a lot of potential, just need some basic instructions and some balancing. Still, good job!
Very good management game. The UI really is what stands out the most, very well done. My problem with it is the amount of mechanics just thrown in the player's face. There's a lot to read and do at the same scale. For a prototype, this makes sense. But for an overall game, it would be nice to have a propriate introduction to these mechanics and how to the game flow works, for like 3 days or so. This would situate the player more than them having to take a lot of time to read and understand the purpose and how the game itself works. This is really my only complaint, everything else is top notch. Congrats!
I love any bullet hell so Im a little biased towards that one lol, but the idea of the goal is jut killing a bunch of evil man is a funny way to let go of the rage and anger towards this type of person, almost like a rage room. I've also encountered the issue of the enemy being defeated before even shooting, so maybe the enemies could have an invincibility for the first second after spawning to avoid dying as soon as they do. But overall, nice work!
Very smart idea, some of the "characters" are funny. However, most of the descriptions are a little too hard to deduce if they match the goals or not, some of them I had to guess if they matched or not. I think this is going towards the right idea, it just needs a little adjustment on the descriptions to be a little bit more intuitive if they match or not. An appropriate game over menu would be interesting too, sometimes I actually missed the fact that I lost. But overall, interesting idea!
The art obviously is what stands out the most, really nicely done. I love that after we learned triangles are ok in games, the whole model is just triangles, loved it. I think the mechanics of the game fit the theme really well. It's a little hard to control the character with the wind, but after a couple of tries you get used to it. Player could've been a liiiitle heavier tho. Other than that, nice work!
I liked it! sometimes the alien would just go through the walls instead of the little hole, but he would go where i wanted. nice implementation of "stealth" mechanic. for the drawers would be cool to have a variation of some already open just to add something more in the environment, but i like the fact of going to different rooms to access the next ones. Good job!
I love the concept, I've never seen a game that uses morse code as a mechanic, so this is very unique. My only problem is that I feel like it's too hard to toggle between the dash and the dot on the first spell, if you do it too fast you repeat one of the codes, or too slow you miss the window, so If you could fix that, it would take this game to another level. Otherwise, love the art, makes me feel like this



