Damn, this game is hard. It's really cool to have that many upgrades and items to choose. Maybe I didn't notice, but would be good to have health indicator; it was a problem, sometimes I couldn't see what hit me and later I had no idea if I'm too damaged and should run home, or I still can explore a little bit. But, well, that voice screaming "SUIT IS DAMAGED" on max volume is fine indication, I guess; and scary one for sure.
samaelxxi
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yo, gonna check your game now, here's ours:
https://itch.io/jam/brackeys-15/rate/4299722
yo, gonna check your game now, here's ours:
https://itch.io/jam/brackeys-15/rate/4299722
That's an impressive submission. Visuals are superb, very unique and satisfying. Gameplay lacks a little bit, would be nice to have some alternative attack and dash, since atm you just mostly smashing attack button non-stop, mostly targeting that fast red asses. Also, I didn't like much that backtracking mechanic where you must go somewhere back to find block which you can destroy now, it's not very obvious. But otherwise it was pleasant experience. Anxiety won, yay.
I see Escherian geometry having a blast this jam, huh. Pretty cool game, got stuck for a little bit on the birds puzzle until understood that there's second one, that ambiguous piano pic made me think that I remembering notes wrong lol. And completely stuck on the arrows puzzle, no idea how I should approach that one.
Anyway, visual are cool, places are strange indeed, and the most thing I adored is having unique and authentic soundscape for each place.
Definitely interesting idea and visuals. I think that gameplay would be better being somewhat more slowpaced, having target thoughts to spawn overtime, and bad ones to despawn after some time, because it's not really possible to read thoughts except for first and last level. And most high-pitched sounds is just annoying and painful to ear tbh, but if they should represent tinnitus then good job I guess.
Really beautiful game. I love such bug-themed games a lot.
But as for gameplay, I think you need to work on AI and combat, as for now fighting feels somewhat tedious and bugs aren't really feel as a danger. Tho maybe it gets better later, I somehow stucked in stones in location when you meet frogs for the first time. Also, player weapon range is too short as for me.
Nice game concept with some nostalgic vibes. Sometimes feels unnecessary hard, like, player probably wont make it through second night if he don't upgrade gun; also it's barely enough battery to go to the depths and back, and player feels too slow. Also, would be good to have possibility to reload manually. Nevertheless I completed it after third try. Interesting concept, I bet with some finetuning, new cool upgrades like for battery and walking speed and new adventures it can be good game.
Interesting concept. I'd like to play more, but game ends when I build rocket. So I shoot like 10 bugs and it's the end... I thought there will be more targets :(
Anyway, my few suggestions about game design:
- as Imp said, block building will be very annoying in long run. No one would be able to remember all buildings, so player would need endlessly go look for recipe, place blocks etc, it will take a lot of time for not very interesting process.
- camera control is kinda very hard atm
- prob game balance should be adjusted, now you can place few factories and have endless materials.
- I think building menu should be reworked. Smaller icons, few rows, so that all buildings could be seen without scrolling. Also would be cool to have two menus, one for houses, factories etc and other one for turrets and walls.
Overall, could be cool game, waiting for version where I'll have enough targets to shoot them manually using every turret.
Btw, it reminds me old game Incoming(1998). There was a lot different vehicles(planes, tanks, helicopters etc) which you could control to fight aliens, but also there was strategic mode where you could build base. Maybe at some point you would like to add some vehicles which you can control, not only turrets.
Well it was definitely tense experience, especially first part. Liked the visuals, and sounds are huge addition to overall mood.
Tho in terms of game design there's few things which I didn't like.
- main thing is that light is very scarce. And it's ok for gameplay, tho it bad for visuals. Half of the game I was wandering in total darkness, not seeing where I step. I think it would be much better to keep small light when player can't use it, not remove it completely.
- it's possible to block your walkthrough by spending light mindlessly. And the only way to continue is to restart from checkpoint which is really not cool. Maybe you can respawn light in places where it was if player spends all, so at least player can come back and take light, not go to menu and restart.
- at some point I was feeling that I'm playing "Got lost in night wood simulator" coz I was just wandering in circles without light, maybe some paths aren't highlighted enough.
- Last key for door - really wasn't obvious that I could take it, looked more like lagged interactable icon to me. I think it should have at least some emissive light or smthin like this.
- And well, light is really scarce. There was many times when I wanted to light some objects just to look at them, enjoy their stylization but I knew that I couldn't do it because I'll loose then.
But overall it was cool experience, nice game.
Great visuals, music, world, mood... Well, I bet, you already know it. So I'll make some gameplay feedback:
- too pixel-huntinish gameplay. There was few times when I couldn't understand what should I click for few minutes, searching randomly point on screen which I should click to progress. Especially it's related to transitions between scenes. So maybe you'll want to think how to make interactive parts more visible to player while keeping overall style.
- a little annoying that you should move mouse up and down to progress through dialog because you need to click your dialog window and NPC window. I suggest that player should go to next line just by clicking mouse anywhere.
- backpack puzzle. Well, it's tedious. It has some unclear rules because some items can be placed over other ones and other couldn't. Probably I wouldn't been able to complete it without tips, which is kinda bad in terms of game design.
Otherwise great work, keep it up!
I had hard times trying to understand what to do at start. So on my first walkthrough I completed game by solving only final puzzle, because I could pick up the fourth piece without doing all other puzzles - probably bug. Also it's somewhat not clear in terms of game logic why Hovanets can't place boards without candle, or why you need exactly that candle etc.
Otherwise cool game, looking good too. Some sounds and ambient would totally add a lot to overall mood of the game.
Цікаво. Чого не вистачило так це повороту блоків(чи я не знайшов як?). Ну і баланс страждає, через те що пушка летить повільно вона ні в кого не може попасти, а леза на якомусь етапі починають літати так далеко що моби спавняться ближче, і леза також не можуть нікому нанести дамаг. Тож простір для розвитку є. Схоже в цілому на Heretic's Fork.










