Pretty fun, reminded me a lot of Hotline Miami. I think it was a tad too difficult though since the enemies took too many shots to kill (unless you're using the flamethrower). Also the enemies can attack you through the door which is annoying. Still enjoyed myself though!
shockwire
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Really impressed with this one. The small scope was perfect. It really let you polish and juice the game which I think is super important and underrated. Shooting behind you is also a great mechanic as it avoids the biggest issue I have with 2D shooters like this. Most mouse-controlled shooters are too easy since you can just place the cursor directly on-top of the enemies to aim, but here the aim is more ambiguous which makes the game more challenging and fun.
This is great for your first game jam. Keep it up!
The idea shows promise. Here's some feedback on the prototype (coming from someone who enjoys games like Civ), mostly regarding the UI and UX:
- A lot of the UI interactions had me click on small toggles and buttons. For example, when I had to select a manager I had to click on a small toggle option; I would like to just click anywhere on the messenger's UI element to select them. Try to remove unnecessary empty space and make the interactive buttons larger.
- I should be able to click-and-drag to pan the map, and the scroll-wheel should be able to zoom in and out.
- I didn't like how a window appeared in the middle of the screen when clicking on tiles, the tax centre, etc. It blocked the center view and prevented me from clicking on other tiles. It was made worse by not being able to close the window by clicking outside of it; I had to click the small "Close Window" button at the top. I think having a semi-permanent "interaction panel" in the corner or on the sidebar (like Civilization) that updates its content when I click on something would work better here.
- Definitely add more user feedback in response to actions. The biggest one is the messengers; I would like to pull up a list of messengers and see their status at a glance (i.e. check their availability, view their stats). I would also like some kind of notification when a messenger returns. Instant feedback should also be there when clicking on actions like "Establish Settlement".
I know that's a long write-up, but I think these changes will go a long way to make the prototype feel more responsive and fun. The core idea of sending messengers to enact your strategies sounds like it could be really fun once it's more fleshed out, so I'm looking forward to see what you can do with this!
I really loved the gameplay and visuals here. Slowly figuring out what each character's preferences was and then catering to them once they come back to the shop was super satisfying. I do wish the UI made it easier to see what rolls I had ready to serve. Usually, I'd just make multiple rolls with the same ingredients at a time since it was easier to serve multiple guests that way.






