Not putting a limit on how much duplicates you can have is wild... but i'm all for it.
It is a really cool concept with a lot of potential! although it isn't very challenging right now. The player is pratically unstoppable.
i really dig those visuals and animations. It needs some polish but nonetheless it is great stuff! i wasn't expecting a second boss too. For a 72 hours jam i find this very impressive.
Also I don't know if it just me but, the game is almost unplayable when not in fullscreen, you can't see crucial elements, and for some reason you can't throw bombs on your right.
I see great potential in this game, but as for now it feels incomplete (that's the sad thing about game jams). I never had anything bad happen to me or the packages.
Nonetheless I really like the idea of the player being buried in package if they aren't fast enough. I would personally add ways for the player to organize themselves, like shelves or a grinder for superfluous packages. And punish the player for being in a mess of boxes, like maybe fragile packages that break or bombs that explode under the weight of other packages.
Also for some reason the "spade" packages didn't register sometimes. It did when a truck with only spades appeared but not before with trucks that had another ID beside spade. All other IDs worked fine.
Congrats for your first published game! It is chaotic alright. Almost as chaotic as real life footage.
I am a bit confused about the UI, I figured the green one is the vibe meter but what is the red bar showing ? Is it showing your velocity? If that is the case then... i mean... i can already see myself bouncing around the screen at mach 10 speed no need for a fancy bar.
Solid game and very cool concept! Those yellow stars are killing me though. You go from pushovers enemies that move up a tile a turn, to some yellow blur that can skip up to 3 tiles and box you in with its twin brother in a single turn.
I really like the game but I wish it would go a bit easier on me ^^. I think an intermediate enemy, like one that could move up to two tiles for example, would make the difficulty curve a bit more gentle and let the player prepare for the real enemy.
Sometimes you just want to throw hands with someone, and sometime you really want to do it in the middle of the darn road. no I get it.
I like the concept of this game especially the police officers. I really enjoy the strategic aspect of their placement around the block and how they navigate it. I wish there was a way to lose though to see if my strategy was actually good enough or just plain terrible. Is having a full on riot considered losing ?
Actually you're not supposed to trade damage in melee combat. This is a really bad way of going about it. If you do it the right way you're not supposed to take any damage at all. Here a few tips to master melee:
But anyway thanks for giving it a try.
With some custom art for the character and a more fitting soundtrack, There is way for a really neat game! Also yes, try to turn down the random encounter or make them shorter(reduce hp maybe). Because they tend to be annoying some time. Like we can't walk a few meters without two hella buff rats appearing in our face. The wandering enemies you talked about sound like a great idea.
Thanks for playing and for the feedback! We didn't think of adding a sensitivity slider because of the way the submarine is handled(an heavy object with weight and drag, rotating with motor), but it might not be a bad idea to add one. As for the monsters, it's them that mimic the shape of the submarines. It's like a shapeshifting creature that take the global shape of their prey. I didn't think much of the "lore" to be honest ^^
PS: I replied first, you're 2 minutes late Nerspartan
Damn it scared the crap out of me! I walked like 10 minute with nothing happening. I was starting to get comfortable and then i heard a buzzing sound becoming louder on louder at a worrying speed. It was the chainsaw killer closing in on my position at mach 20 speed! I tried to get a few shot at him but i died pretty much immediatly.
So the game got some good scare value! But it got some problems: You spend most of the time walking pointlessly because you don't really know where to go (maybe a map of the level should help) I think the level is a bit too big and need more landmark. It's not very fun to navigate in it for now.
As for the firearm, I really like the receiver style reloading in this game but i think most people won't be familiar with this system so I recommend adding some indication or prompt ingame that tell you how to load your weapon. Also It need to be made clear that you need to AIM before being able to shoot. Because It is not at the moment and i had to discover it the hard way.