Love the art, pleasing and calming, SFX I think could be a bit more meaty or crunchy. I think you could even make these seem oddly specific or maybe add secrets like choosing specifically a route of life might give you a specific special cause of death gatcha etc. Overall cool concept.
SaibaShadow
Creator of
Recent community posts
Okay so how do you move, I have had trouble like clicking on the player seems to give slight movement but I don't feel like I have that much control. Like the concept as explained on your page, but I think this could benefit from making some user experience considerations. Also ALL PRAISE BIG BLUE CUBE.
Some things to polish, exit functionality, sometimes the controls feel very giving or way too harsh, particularly with the big cursor size it felt like on the gun in particularly I was nowhere close to that section and it was prompting a button press but if I was slightly left bound it was more accurate.
Overall very funny, and interesting concept.
Really liked the concept, and feel like it fits the theme very well, though when I saw the bushes actually moving I thought you may have made going through some of the terrain give you supplies, and wasted a bit of time on that. Overall some UI stuff is where I think this game could improve as I thought I had full ammo but turns out I was out. Also some pathfinding issues with the AI if I position the player next the car, the seem to get stuck pretty consistently and allow for some free shooting, maybe want to make the car destructible, or assuming they are on a NavMesh a wider birth to the car as they don't seem to be able to move it anyways, unlike the boxes.
Your always immortal, just when the train cars have no health they stop generating resources, the obvious thing I would want to do is incorporate better enemy scaling, for instance if you go slow the enemies will scale. Though I think I should probably scale them harder, how I am handling this is when a camp reaches capacity the enemies instead of spawning new ones gain stats. So if you go slow to grind resources it ends up ramping is what I found in testing.
I really like this format for this pet sim, and I feel the scope is good, just decided to play around after I got its final form, and found the lack of music or ambient sound a bit jarring when you get the final one. I am a fan of the pet sim genre so I would have liked to see more of that, but taking that out it was good 30 minutes of play.
Its more of a sandbox where you just need to keep the pig alive if you check out this page: https://newagegamer.itch.io/wild-fire. It has all the tool descriptions
Really like the visuals, but encountered a clipping bug on the second level a bit semi consistently where I got past the first level and enter the next one and got stuck. Overall like the mechanics the light cone on the player I think could be dimmed as it from my experience washed out the detail of the rest of the visuals but overall lovely game with good aesthetics. (SaibaShadow - Mega Parkour Studios)
Thank you for the feedback, the gun is a stun effect to make some rooms a bit easier to traverse or to allow the player to look at enemies in a more tactical way, I think we probably would need to make that element more readable, or maybe implement an actual tutorial. But thank you for taking the time to review the game.
Thank you for the feedback, we executed the checkpoint mechanic based more off of the fact that in a competition setting judges do have a finite time to actually judge the game, but I see where you are coming from, I think if we were to continue with this outside of a Jam a check point system may be part of a specific room's mechanic.