The game has a really good feel, platforming feels brilliant. Certianly one of the most polished experiences I has seen so far. I also love the mechanics behind the reds slowly chasing you, really fits into the whole psychological theme in a really nice way!
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(SPOILERS AHEAD PLEASE DO NOT READ IF YOU HAVEN'T PLAYED)
Thank you so much for your glowing feedback!
Glad you enjoyed it so much. We were tossing and turning on how best to make the player break out, we went with the spoiler in the read me as we wanted to stick to a very literal definition of the theme, if the game itself told you about how to break out then it's not lying to you. We might have gone a little overboard on that one but the last room on the filtered levels is just a box and no way to progress otherwise. The readme was very much a last minute "What if they don't find it" moment.
Thanks, we spent a lot of time trying to get that transition feel down. It was interesting trying to balence time between development of in game, transition and out of game and I feel like the out of game got the short end of the stick but I guess that makes sense as it's out of the game.
Thank you for your comment! This is our first propper jam and getting comments such as these has really made our day.
The auto quitting was a poor decision, we came down to crash or goto menu and chose crash as it seemed more fitting given the theme but totally the wrong call, which is a good learning from the experience. Another good learning was to test on lower end computers before submitting, I don't think I am gonna make that mistake again.
That would work really well!
hahaha nice, it's amazing how sometimes the simplest solutions can be the best. I would recommend adding some basic obstacle avoidence to stop them getting caught on things though cleaver move just turning off their colliders.
Sorry about stumbling across it, It can be so fustrating knowing about the bug but being unable to fix it.
You have done a really solid job!
Unfortuneatly it was caught after submisision but that's okay, we are mid getting our non gamejam game ready for PAX so we have bigger fish to fry.
That is a good plan, what kind of easter eggs are you considering?
I hadn't come across any in my play throughs. Solid job on the bug hunt! They are a constant fear. We thought we were fairly bug free but after we submitted a friend found that if they just fly into the wall it will glitch out the physics and you can't die or kill anything...
What do you want to impove/ add?
This was a really fun game, I really enjoyed the gameplay! At points I found it a little awkward placing towers (sometimes it felt like it was unclear where the towers were allowed to be placed or I would click back on the shop menu and that would place a tower as well) but you had a week to make it and you have done such a good job with the art and themeing.
Admittedly I have a lot of questions on how you built stuff, like how did you make your map? if you don't mind me asking. And how are the AI set up so they teleport around obstacles off screen??
I also had an issue at the end, nothing seemed to be doing any damage to the end fight... but overall I loved the game!
I found I couldn't survive more than half a minute as there is no where to take cover and there are a lot of enemies... I did find the sneaky way to win though so that was fun (1000 is a lot of enemies)
I think it could be improved by giving the player bigger guns and more map so they have more time and can better deal with oncoming enemies
This is a fun little game, I love the energy in the voice acting I think it fits the theme really well. I especially like that it is a friendly narator who does genuinely seem that they are just trying to show you their fun game. I also love going back through that you can see the forshadowing on different plot points. While the controls are clunky sometimes I really like the narrative aspect of the game, great work!
Just the way your art work and sound blend into eachother is fantastic :)
I know that feeling, it's such a worry of "what if they miss the reveal" but I think the way you have drip fed info to the user about the cookies is enough to keep players wondering, what comes next. I also love that you can keep playing after.
HEADS UP TO EVERYONE!! You need to play this game all the way through!
I really enjoyed it. you have really added a lot of polish and gotten that feel down. Also your implementation of the theme is great! We have a similarish reveal in ours, but yours feels so much more personal!
I was really happy to see another bullet hell like game :D I love how your only means of defense is to attack it's really neat mechanically.
the cooldown on the slash was hard to predict sometimes, like I would go to slash and nothing would happen and then I'd get a bullet in the face.
I also loved the Loki fight, super hard (and that was playing on easy XD )
I wouldn't say it's dumb, I love the premise of the goemetry lying to you (made me think antichamber). Also the clostrophobic mazes with enemies made me freak out every time I heard the sound XD
Hey, I think there might be something wrong with the build. When I ran it I was just in a room with the king slime, there was no health bar or UI and both my attacks and the slimes attack did nothing. I can also go inside the slime.