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Roger678

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A member registered Jun 12, 2020 · View creator page →

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Hey, just a heads up, attack waves won't trigger till you hit a point amount of 750 minimum. :)

How Frantic is the game?
I think it needs to be more frantic, send them bugs! I want to be overwhelmed with them with respect to a good challenge curve. I also want more plants, I want a purpose to move around the space, jump and move. Shoot and kill bugs!
Controls and Format
I love that you guys supported controller. Great touch, everything felt good, but I wish the game was Fullscreen or a higher res, it was so small I had trouble reading the UI around the plant and seeing things. This is gonna be common for people on 4k monitors and ultrawide like myself.
Anything else?
Great style and feel, I think you guys nailed the look of the game and your original theme. I just wanted more gameplay and those final touches. Like a menu, controls, and end screens. Great job!

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Is the goal of the game obvious? How descriptive of a tutorial is needed?

I think I need some kind of opening guide or tutorial, something that sets me on my path. I was very confused at first till I re read the ich.io page. I would recommend you don't use itch.io as a "tutorial" or "story" device. Put that all in the game.

How's the minigame? Is it rewarding/punishing enough?

I liked it, I think it works well with your theme. I think it could use some sound feedback of some kind. The game in general needs more player feedback.

Glaring issues with the village?

The movement, something you already know about, the movement in both worlds needs work.

Does the music fit the world? Any suggestions for music? (it plays a song from a playlist at random every 5 minutes)

I unfortunately was not getting any sound. IDK why but no sounds of any kind.

Anything Else?

More player feedback is my number one recommendation. This can come from sounds, UI elements, VFX, and so much more. Reward me for doing a thing. Rewards a no always points, most of the time its what you see and hear. In Left 4 Dead its a zombie getting its head blowen off when you get a headshot. 

Overall great job thought, the town looks awesome and I love the work on the procedural world. Plus the dude you turn the samples in to is just great. Well done!

Thank you so much for the feedback! We just made a new build that addresses the fact that the first playtest 2 build was WAY too hard and was missing tooltips. If you want, you can try the new build. But either way, thank you for the awesome feedback!

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What bugs or quirks did you experience during your experience? What were the circumstances surrounding the bug?

No real bugs, the game ran smoothly for me. The game does have some animation problems with AI gliding across the floor but I think that's minor. Also maybe consider having the UI switch to On Screen Space Overlay? So they face the camera, I think that's the right method, but something like that so the UI elements about AI faces the player directly.

How did you feel about the minigames? What would make them more fun for you?

I loved them! I got 4 people who had gonorrhea, so that was a vibe. I think moving the pills inside and spreading the patients out between the rooms would be a smart move. So the player can experience more of the level. But the mini-games themselves were great.

What did you think of the movement?

Challenging is the best word for it, in my opinion. Going through a doorway is painful. If you touch the door you start to experience a great amount of friction and your character gets semi-stuck/caught on the door. This is frustrating so I used the Attack on Titan method of getting around, but this also still has some of the same problems when I touch the walls. 

The floor is also very slippery, or at least it feels that way to me as the player, and makes movement challenging. Given I think this is your game's goal, well done! It is challenging and frustrating. 

What score did you end up getting after 5 minutes of playtime?

I had a crappy score of 60, mainly because I fought with controls/movement trying to get the pills to the patients. 

Did you feel like you were challenged or engaged? If not, what do you think contributed to that?

Not very challenging but I was engaged, the movement and sound all worked well enough to keep the player engaged and wanting to play through that 5-minute timer to try and get a good score. As for playing a second time, I am not sure.

What general thoughts or feelings do you have about the state of the game?

I think it was good, I think it needs maybe 1 or 2 more mini-games, more polish, and needs to take better advantage of the hospital building itself. But overall great job on the playtest! Can't wait to see the final game!

What do you like/dislike about escort missions in other games? 

I liked how the VIP felt "glued" to me, this was a ready good way to get around the worst aspect of escort missions, getting the AI to work with the player. Here he just follows you, no matter what. The downside is he would just stand there and straight up die if being shot. So making some kind of flee state may be a good idea to help prevent that.

How do the controls feel? 

I like them, they were simple in the best kind of way. Easy to understand and work with. I found the explore camera better than the combat camera and would have preferred to just have that camera over the swappable ones. It gave the screen space to breathe.

Does the environment fit the game theme? 

Yes! I love the oversized characters as well. I loved feeling like we were all giants doing our thing. Well, done on the levels, I would maybe make the path for the player have a little more variety, more than just straight paths and hard right or left turns. 

What would you like to see implemented in the game?

Audio, the game is very quiet and even some general background music would go a long way. Silent films work for a ton of reasons but silent games struggle unless they plan for that aspect. I would try to get some kind of audio in the game by the next playtest.


Great playtest guys! I loved the style and feel. Keep up the great work. I can't wait to see the finished game. :)

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Hey Parcels, Please Team! 

 First off, I loved your art style and the feel and approach of your game. Very enjoyable and I can't wait to see the final release, but I had some problems when playing and I will share my main two concerns with you all below.


Screen Formatting (Build Settings)

I know Nathion said some stuff about this, but I am one of those people with crazy ultra-wide monitors, so let me tell yea I saw stuff that I am about 99.99% sure I was not meant to see. This means I saw way beyond where you intended the player to see, I saw past your cover belts and everything, It also formatted to cutscenes strangely and cut things off. It is very important that you do a fixed build resolution for your final release, otherwise, I can't enjoy the game.

Box Problems

Last major note, it was VERY hard to work with the boxes, I struggled to click on them and move them around after opening them. I could never win the game because it was so hard to "manipulate" the boxes after opening them. Are you using a single prefab for the boxes? I would suggest having several so you could have more unique hitboxes for each box art style.

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Hello, Papercuts Team!

Overall I loved your game, I had a ton of fun watching others play it and playing it myself. The art you made and or found works great and honestly was just super enjoyable. Below I left my responses to your requested feedback, again great job, I can't wait to see the final version!


Difficulty? Too easy too hard? What would you recommend?

I think your difficulty is almost spot on, I think the ranged weapon is much easier than the melee one you showed in class, I was never able to get the melee weapon to work, unfortunately. I also, died to that final boss wave, they spawned on top of me, maybe moved them to another spawn location?

Fun & Replayability?

The replayability is great here, I ran through the game 3 times, and I could see others doing it more if you had additional levels. As for "fun" that is relative to each player, I found it fun personally.

Is the goal of the game intuitive? What would you recommend adding, removing, or changing?

The goal was clear and made since from the start, find papers, don't die, and follow arrows. The only thing is maybe tell us why we are here. Why do we have to fax the papers? Maybe a little intro screen would help with that. I would maybe add another level if you guys have time before the final release, at least one more.