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Simbane

6
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A member registered Jul 21, 2021

Creator of

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You did an really solid one with making all the graphics and animations! Good job!

And I think the idea is pretty interesting on a concept level.

However, I had to watch Zackavelli's stream and your explanations to understand how it was suppose to function though, only then did the loop start to make sense as a game. My main feedback is the same, that the lack of indicators really makes it hard to understand what is actually going on (especially the timer). 

You have already heard about the hit-feedback and controller conventions, so I will just mention that as you jump in it is a bit confusing that there is so much loot, but you can't pick it up. I think bonepiles and dust would be a better indicator for the corpses you are too clean. Just floating skulls don't scream cleaning up to me :). (and I get you probably just didn't have time for it, but a broom sweeping animation would do a lot for the clean up stage).

You did an really solid one with making all the graphics and animations! Good job!

And I think the idea is pretty interesting on a concept level.

However, I had to watch Zackavelli's stream and your explanations to understand how it was suppose to function though, only then did the loop start to make sense as a game. My main feedback is the same, that the lack of indicators really makes it hard to understand what is actually going on (especially the timer). 

You have already heard about the hit-feedback and controller conventions, so I will just mention that as you jump in it is a bit confusing that there is so much loot, but you can't pick it up. I think bonepiles and dust would be a better indicator for the corpses you are too clean. Just floating skulls don't scream cleaning up to me :). (and I get you probably just didn't have time for it, but a broom sweeping animation would do a lot for the clean up stage).

A nice game within the scope of the jam (especially seeing you went at it solo)!

I really like the cutscene and the setup line!

I like most did not understand there was a button for "hitting" stuff nor that the crate could be destroyed to get a weapon. (I did wonder why there was a single crate randomly placed in the room though).
I think this is a problem of visual communication (and lack of sound cues) when you click. Since we are viewing top-down, a headbutt isn't really something that is easily seen. Same with you have the axe, it is just a small vertical hit. These does not really change the siluette of the character. It would be much more clear to do a horizontal swipe, both with the arm  and with the axe. 

I also would think that the way to build upon this would be to have someone chase you, and you being able to get in extra messes by throwing stuff at the things you pass but are unable to walk into. And ofc something special that you can throw back at your pursuer to make them pause for a bit.

I think compulsive mode seems like a fun idea, but I myself don't have any good suggestions currently as for how to make it work. Not that it would be the same thing, but maybe it would be easier to make that about trying to stop Bernie as another character...Nah. Not really the gameplay of compulsive then.

This is great!

I love the art, theme and music! 

If I was to suggest some things for the gameplay side it would be:

- I like the dodge-roll! I just wish it was needed a bit more since there is nothing to dodge (yet). The mushrooms strike zones you can just walk out from. 

- The damage upgrades should probably be procentage instead of raw stats. The raw stats makes the end weapons quite weak since they are just worse version of other cheaper guns for a 5-10 increase in damage, but when I can buy them my other guns already does 50+ with more bullets per shot and faster rate of fire. 

- I would like a hold to shoot for most of the weapons. (strong weapons like shot guns and the rifle might be nice to have click to shoot for since that makes it feel more impactful to shoot them.)

- Coins of different values (adds some excitement to picking them up). Adjust prices accordingly. 

- I would love a gun or uppgrade with bullet penetration! (or a bullet scatter on impact for some small extra damage)

(1 edit)

Liked:
- The music! 
- The difficulty curve
-  Seeing the mayhem you have caused, a battlefield filled with slain bugs!

Liked less:
- A bit unclear if the damage over time you recieved (when you have smoke coming of you) was from stepping in the bugs lava blood or just being to close to it.
- Waiting for lava to despawn (when main path is blocked by it)
- No way to regain health (armor not counted)

It is a fun base, I enjoyed killing bugs! The suggestions I would have for polishing is mainly about the guns, which is the main feature of you game.  Since you are shooting a lot, the guns should have a "hold to shoot". Think of it like this: If I want to fire the gun with high precision at specific times, I want it to be click to shoot. But if I just want it to fire all the time, I want it to be hold. And increased firerate only matters for hold to shoot as well. 

Currently the machine gun is a bit overpowered. I think you could introduce reloads for all the weapons, to make it so there is a reason to swap between them in a pinch. 

Small nitpick is to make the death-sprites be oriented like the bug was at the moment of death. Would make sense and result in a screen at the end of the level that feels more chaotic :)

I like the concept! But I don't like how tired my arm gets after just half a session haha.

My suggestions for fixing that part might go against the mayhem philosophy you had, but to spare the players hands it would be nice if you didn't have to spam while keeping it hectic. 

What if instead of spamming the buttons, they functioned as toggles, that you have to time optimally for maximum production. You already have indicators for the combiners as they fill up, so what if you had more of them that you toggled between, that fill at different rates, so you got to keep track of the more combiners you add, swapping between them as they fill up. That would also make the upgrades for faster autogeneration something that does something, since now it barely has any impact. 

Great music, and nice Slap-in-your-face UI!