Sure. Oh that's how to do it - ha ha.
I always turned left at third 90' corner - because there is no clear indication of turn direction..
First and Second corners have smooth rounding wall - which indicates where to turn
ps. thank you for video
Recent community posts
Sure. Oh that's how to do it - ha ha.
shooting sounds is too loud - and turrets shoot not in crosshair!
But i have fun in this game : ]
and i like music
PS. its like ocean pirate which load cannon with every-day-items instead of cannonballs
oh wow - i just read description at this game page..
So player should be on resistance side - but not always to avoid suspicion.
clever story concept - its really good
but it must be "inside of game - before the play"
Cool game - nice concept - i like it.
Feels like the game was inspired by "Papers, Please"
PS. Needs short tutorial instruction about "propaganda is good - and resistance is bad"
At first play i just block propaganda and resistance calls all together.
and game really needs some sounds!
kind of strange to see phone call without sound : ]
also will be nice - if wire after connection will "snap" at center of circle
this is one of those things that just gives comfort - ha ha
Difficult curve is too stiff at this level (i drop game at this point)
not only it give two challenge elements at same time at begin of level
it also have same thing after - at exit part of level
and after you glad to complete 1st part - you instantly punished at second part - and start all over again
why not just add step by step tutorial for a first test dagger
Which (dagger) also will give sense of first accomplishment and first money for selling first dagger
and you can Literally add feedback text on screen after few hit on cold metal
like "its too cold - Add some heat" or "its too hot and soft"
just add some obvious Indicator
For example temperature Bar should have not 1 line but Range of perfect and middle zone on it
I want to love this game - it have nice concept and charming art with music
BUT - i did 50 attempts and none of it was successful.. NONE
I get "how to play" idea even without info but gameplay is just not ballanced
- Luck of UI "Quality bar" information and "required hit zone" on screen
hides understanding of Feedback
Player dont understand what (s)he did right or wrong
- Even with perfect music rhythm and perfect middle hits
with perfect Temperature - i still lose and have "middle" quality
Difficult curve is just broken! (its not fun)
it should give player excitement and "Flow" moment with slowly rising difficult curve..
but instead game just block player from excitement and joy
leaving with irritation and anger
it's sad - because the game has everything it needs to be great game (almost)
PS. at least Thank you for "High resolution" option
pixelization (without this option) is not charming at all - its just look bad and pixelated
Here some text for understanding of "not fully pixel art" problem
Its very nice game - i like
Controls is kind of.. unusual.. I can live with it
But Damn! this game is hard
im not complete it yet but will try more - to its end
PS. i like a lot theme of "time wizard" here
Every time i found new clue in this puzzle i feel like i learn
"Like time wizard learn own time-wizardry more in-depth each step"
i won hooray \o/
Very Calm and Cute game for sure
PS. Balance kind of not exist. Fighter Taniku feels pointless (died fast - cant kill ant..)
but Ranger Taniku in reverse is overpowered because can attack few times before ant even come close
so group of range-attack Taniku become.. UNSTOPPABLE "cough"
I feel like will be great to have different levels with increase of difficult or with different puzzle situations
Also Main robot can have some skill too..
maybe some temp shield for Taniku around him or buff..
Any way - game was fun - thank you for making this game : ]
Would be nice to see Tip-text about map. For example after level start.
Like "Press M to open map" (i played final version on 3 level deep - not knowing that the map exists)
Little info and not intrusive tutorials is Very important
Also small Icon button on screen for "Mouse control" will be even better
And as additional feature request: Will be awesome in future to have Mouse control for movement instead of AWSD\arrows
at least 6 icon buttons for directions and turns
But also will be nice to have alternative mouse control like
Mouse cursor on center and top of screen - move forward
Mouse at botton of screen - move backward
Mouse on top left and right corners - turns
Mouse on bottom left and right sides - move left and right without turn
Nice game - Love it
i wish this game had less tutorials (with pauses) and more longer levels
i feel like every time then i begin having fun - level suddenly over
PS. Reverse (180) idea without inverting "left-right" control is not fun.. (i hate it)
Great game! love it
Few words: Default control actually very bad..
- Weapon cursor is 3d_space'd but very slow and laggy which make targeting very frustration
- Camera in shooting mode works with mouse but in flying mode with its not (uncomfortable)
- 3d Direction arrow looks similar from different sides and make direction unclear (confusion)
- All weapons feels slow and many times not useful at all
i see this game as Third Personal Shooter and i think
- For PC control should be around Mouse+keyboard
with usual cursor at center of screen or at least fixed to screen
(it will neutralizes lag problem - and makes targeting satisfying)
- i see no point in different "switch mode" for "Sliding move" and "Shooting"
so it all can be just combined on 1 gameplay mode
(which will make gameplay control faster and more complex, more interesting)
Its mean player will be able to shoot without holding "right mouse button"
and "Slide" with "shift" will work instantly
- with this in mind "Slide" can work in 2 different way
1 = Sliding will work with shooting at same time
2 = Slide will block shooting and punch player instantly to side - with some cooldown (like "roll" in slasher games)
from my stand point both option is good and can be 2 different fun mode
"slow mode" can be with walking and (cooldown)"punch-sliding" to avoid danger
"fast mode" will give ability to move fast and will drain some energy (to avoid function abuse)
but will regenerate so player can attack enemy fast from time to time
- Player Weapons can shoot faster to give more impact(feeling) and be less "laggy"
- "Rifle" projectile can fly even faster to compensate long cooldowns between shots
it aslo can shoot with "burst mode" (2-3-4 shots instead of 1) to make shooting more interest and compensate "aim-miss" on long\middle distance
- "Guided missiles" is awesome.. but "guide target" is unknown
It will be useful to have at least UI pointers (like squares) at enemies BEFORE shooting
so player will know who will be attacked it he press "fire button"
- "3d Direction arrow" can have different colors at sides or different form to be more "clear" for understanding
Also (as stupid it can be) usual waypoints on screen can help to understand direction in 3d space too
PS. but i like this game
Overall feeling is good and fun
at that level where I can ignore all the problems and just enjoy game
I love the characters and their dialogues - they can be expressed more vividly
For example each character can have "Name" under portrait
and text in dialogues can have more personality with (cliche, common expressions, emotions, conflicts)
Anyway - i beat the game and have great time playing : ]
for 2-3 week game - it look and feels awesome
Great game! it gave me nice play time.
if this game had an extra mechanics and maybe missions/goal
then I certainly would have spent many hours in it x]
PS. (some ideas from my head..)
"weapon/skills switch" can be contextual instead of "switch movement to skill and back" every time.
its very counterintuitive and breaks flow of the game for me..
Instead - Skills can be just switched by any buttons or mouse
and "Mouse Over" game map can contextualy understand what to do
(especially when player cant shoot and walk at the same time)
For example if mouse pointing at neighbor cell - and cell is clear = it will move player
- if mouse over cell with enemy - context will be "attack" instead of moving = player will attack with click
and Cursor also can switch icon to show available action
For advanced functions:
- if mouse over cell far away - but it still clear = Check path is clear or not - and move 1 cell in selected direction
- fast mouse click on enemy can use active skill - but if hold mouse for sometime over enemy = it can give UI menu for switch other skills and automatically use it with selection click
Amazing game - love it
Also thank you for game source!
i start learn godot as alternative "light" engine for small games
and this MouseBoat game is great example for me
PS. And i want to add "right mouse button" for camera control (like mmo) instead of fixed "to boat" camera style
..And maybe i will add some kind of "force of throwing a float" visual ui bar
Dont know why, but i feel - mouse animations is not enough for me to understand how far will "float" land in water (which feels not very comfortable.. i want little more control over this)
Really fun game - solid gameplay - love it --- just want little bit better graphic - maybe sounds - and more levels - still it super cool game (one of the best on jam) --- PS. found bug - get in can - hold "space" and press "down arrow" in same time - stably crash
Nice Idea - i like it --- but sound is painful to listen and some music would be good - also main problem is "no skill involved".. (its intended?) will be much for interesting with some "challenges" - I think good example game is: "Papers, Please" - with mechanics like this you can add more and more complexity for player to moment where he will be "Overload" with "information to check" : ] --- PS. i really like this "Office Papers" style idea - it can be great
I really like this game - i have only 1 issue with it - first few times i dont even understand goal.. because its hard to see second bunny at start screen and this is only place where you can understand goal.. so i dropped game and return only after read about goal in comments.. --- would be nice to make goal more clear..
Very fun and cool idea - i like it --- but i think would be even better with combination of classic "walking" - also want some music - anyway its really fun - reminds me classic arcade with "space ship and low fuel"
Very nice concept idea - but very confusing simulator_like controls and physics - i guess game needs more simple feedback on screen or just more simple arcade control overall.. - with same concept game can be much more interesting --- but i love concept