Had a fun time running this with a friend! Would be cool to see some stats at the end of the run, like total time, resets, etc.
Robocop278
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Pretty funny concept, would love to see this expanded with more features and multiple missions/objectives!
For anyone having trouble getting past the intro, you might have resolution conflicts and the continue button might be off the bottom of the screen. You can temporarily set your resolution to 1920x1080 and it should get you into the game. Also I recommend clicking and dragging through the list of hairstyles, scrolling is a little slow.
Very cool physgun and shadow mechanics! I did have one question about the end puzzle though (spoilers ahead):
I saw that each button had a number above it, specifically 8, 4, 2, and 1. I also saw the opposite wall had the number 13. I figured the solution was to press only the buttons that added up to 13, but when I tried that nothing happened. Eventually I brute forced the solution as pressing the 8, 2, and 1 buttons, which would sum up to 11. Is there another part of the puzzle I missed?
Super cool visual style! Drifting around and catching enemies to charge my super felt insanely slick! I like that there were multiple ways to dispatch enemies, and throwing an enemy into a shield was always satisfying. Having to manage your health with your ranged attacks and super was a really nice way to keep combat engaging and varied, fantastic job!
I really like the visuals in this game! Sadly got stuck in the 5th level as well, as far as I can tell I covered all of the correct eymbols, but the eye never came out of the box. Also, would appreciate if I could move faster than the game lets me, found myself spamming the movement keys in frustration a bit 馃槄
Beyond the loud sounds that someone else already mentioned, I actually really enjoyed the axe mechanic. The feeling when catching the axe and getting forced back by the knockback was sick! Especially if you planned your path and caught it naturally without needing to right click, made me feel quite slick 馃槑 Nice job!
I love the intuitive controls! I was expecting a tutorial, but once I started moving the mouse around and saw how the popsicle behaved, the game clicked in a really cool way. I think I only had a confusing moment once because one of the scoops didn't sling me all the way to where I was supposed to go, but everything else felt smooth!
Amazing visual style, and the individual mechanics of the game are very solid! I think my only complaints are from the level/game design aspect. I wish that the camera could lead a little bit so you could have a better idea of what to expect. As some other comments mentioned, the "3 2 1" countdown every single time started getting annoying, would have been nice for that to be off as default rather than a setting in the options. Similarly, the music I feel would work better if it just looped once you were in a level instead of restarting when you died. Lastly, I think the controllable character in the game beng a car maybe gave me as a player the wrong impression that I should primarily being going at speed (not necessaritly full-throttle) most of the time, when I found the opposite to be true. There were portions where I felt it best to slow down or even turn around and reverse, rather than risk running head-first into an obstacle or off a curve. Specifically in the slingshot level, there is a part where it seems like I am purposefully set up to readjust to get the distance of the sling right to squeeze through some sawblades on the other side of a chasm. I'd be curious to see if this game could work better with some other sort of character running around rather than a vehicle 馃But again, beyond those complaints, this is a great game! Amazed that you were able to get unique music tracks for each level, and the UI design is stellar!
Thanks for the comment! Yeah I definitely wish we would've had more time to polish the map, there's a lot of odd spots in the road due to our road generation plugin acting up and being hard to work with. If in the future you get stuck again, you should be able to just hold down the accelerator and you'll eventually get forced up and out of the geometry, not optimal but it was a nice last minute patch from our other programmer.
