Sure bud, my game is very rough too. I only wanted to suggest a "next step" for improving the game.
RaisedByHumans
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Visually it looked engaging. Though I got the impression that prebuilt assets were doing a lot of the visual work. Music, sound, and lighting was spooky, so that was good.
Definitely needs some work. The main menu did not seem to work for me. I could not select singleplayer so I had to make an online game to play it (not sure if I actually had a server running or what). Another thing with the menu is that I could not look at the controls so I was not sure what the character could do.
Gameplay: I understood the idea was to save the hot ladies. I did not understand what the creepy guys were doing or what aura meant. They did not seem to be hurting me. I could not figure out how to attack (or if I could attack). I could get some of the ladies on my "tether" but they seemed to teleport away. Eventually I had a bunch of them stuck next to the helipad, but not on the helipad. I was not sure if I saved them or not.
The camera was quite wacky. I could walk through walls.
All in all: I would say start smaller next time and get the main mechanic to work first -- before spending so much time on visuals, online gameplay, etc.
I liked the Win95ish look. The gameplay was a little too straightforward. Would have been nice to have more depth and variety in the play (moving files, dangerous files that should not be clicked, maybe your boss is incessantly pinging you and the notifications hinder you). Also, are the files spawning behind the boss' message?
The game has an engaging core mechanic. And I always like MSPaint art. :)
I would say the main thing that would help is to display more information. It was not clear how much damage the attacks were doing, how damaged the buildings were, how anything was contributing to the amount of Faith I was gathering, etc. Like I was confused why my population died out when I had only lost one building. That sort of feedback helps guide the player to engage with the same strategically.
The music and art was very well done. It was surprising to see that the environment, characters, and animations were all so polished.
It would have made sense to have some smaller enemies to fight, both to build into the story and get familiar with the controls. The fighting itself was a bit frustrating for me. Attacking was very clunky so it felt a bit tedious to position the character to do a few hits over and over.
Definitely could be developed into a longer game.
Cool concept with the elements. I like that it gives different permutations of puzzle.
I would just work a bit on the playability. It would be great if I moved with the platform (I think that is easy to implement in Unity). Some kind of indication of what element I was wielding would be nice. The biggest thing that would have helped the gameplay is some kind of indication of where the element would land and take effect. Like, if I held down Q it could show the arc that it would take and where it would take effect. Just an idea.
That was super slick. This is a well-developed concept with great execution. I like that there is a lot of "tolerance" for the player to perform cool combos and actions without needed perfect precision. That, along with the short timers and infinite resets, gives it this exciting and fun mad-dash feeling.
There were a few objects in the game, like switches and force field walls, which confused me as I could not understand what they were doing. But it did not affect the fun factor. Nice work!
Had a lot of fun playing this once I figured out the mechanics. It fit the theme well to have your choices influence the upgrade and the enemy makeup.
Some things I would focus on: the combat felt a bit repetitive to me, like there was only one way to play the game. Perhaps with more distinction in the upgrades it could have more variety. Also, it got a bit choppy when the number of enemies increased.
Good job!
I tried to explain on the title screen that you aren't trying to defeat either army. You aren't on either side. The goal is just to increase the score by having blue and green kill each other.
They are supposed to get bigger, that indicates their points value when they are killed. (Probably I again did not explain well enough on the title screen...)
Thanks for the feedback.
Thanks for sharing, it's a fun tower defense idea. It's a smart idea to use the elements theme since people automatically understand what elements are strong against others. To avoid repeating what the other commenters said I will report what was frustrating for me, which was that clicking a UI element would else trigger the any UI elements underneath -- not sure if everyone had that issue. Also, I didn't see much novel connection to the theme. Good job!
This was probably the only bug-free game in the Jam so that's good. Given the Flappy Bird theme I was expecting a bit more in terms of gameplay challenge. Not sure if this should be solved with variety of challenges (since again: Flappy Bird). I think you should rather focus on finding a central mechanic that is repeated, yet still challenging and fun. Have fun
Hey cool concept. Looks like we had a similar idea of how to interpret the theme. The art has a cool 90s-shooter feeling. For me, the ghosts did not reliably follow my past movements. I could not get past level 2 because the ghost for the right-hand corridor kept missing the turn into the corridor. How did you implement the ghost copies? I had trouble doing it in my game but I imagine it is way more difficult in 3D. Good luck!
Great concept. I liked the randomness in the arsenal to keep it fresh, and there was a real feeling of satisfaction when I figured out how to cause destruction. There is of course room for improvement but it's just a matter of developing the pieces that are already there.
For me, it would be nice to have more flexibility in placing objects (different angles, flipping orientations, and more freedom in where to place things). Especially since the player is not a controlling a character, it can be difficult to make them feel like a participant in the gameplay. I think giving them more degrees of freedom in what they control would help to accomplish that.
Good job. It's a fun concept and nicely arranged. I'm not sure having dead-ends helps the experience. It's exasperating to patiently navigate the obstacles only to find you got unlucky and took the wrong path. Especially when there is zero tolerance for touching obstacles. For me, it undermines the arcade-ish feeling of the game to have simultaneous demands to both perform skillful movements and explore the level.
Nice game. As others remarked, this quickly felt repetitive and did not feel like there was a (fun) skill being tested. I think the re-directing paths between the ladders hold potential for a deeper puzzle though. They make it more difficult to judge where the player is going. If you introduced ways to obscure or expand on this mechanic I think it would be more engaging.
Super slick presentation and you did a good job easing the player into the game's concept. I like how literally you took the theme. There are a lot of potential puzzle mechanics to explore here. The main thing I would improve is the controls. I found the movement keys would often not respond after I jumped. And, for me at least, using the keyboard for everything then having to switch to the mouse just to change the flash type was awkward, though I understand you want to provide precision since it uses an action. Great game!
I am a big tabletop dice game fan so this was super fun. The mechanic of deciding between certainty and randomness is quite engaging, and the setup is complex enough that it makes sense as a video game instead of a physical tabletop. The main thing that would help is a clearer explanation of how the game works and what the abilities do. Also a mute button since the dice rattling noise gets annoying.
Just in case it's not clear how the game works: when a copy of yourself spawns it performs exactly the same moves that you did before. So the only way to stop them from catching up with you is by affecting the level or making traps. For example - hint hint - if you jump on a platform and then flip a switch to move the platform then the copy behind you will no longer land on that platform.

