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A member registered Aug 06, 2016 · View creator page →

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Hey Hallgrim! 'tis @DavidCodeAndArt from twitter, and I really enjoyed playing this game!

First of all, it looks great, the tutorial text is also really well written, adding to the feel of the world.
In the level select, the size differences between the level names looks a bit odd, maybe have the max or min size be a little bit less further apart.
Maybe make trees green when you hover on them, or have an effect when you click on them to feel more interactive. However, I'm sure that'll also come with more sound.
The puzzles are challenging, but feel more intuitive after you solve some of them, which makes it super-satisfying.

Overall, I can't wait to see where this game is heading! Good luck on the rest of your development (;

Sent (;

Sure! that would be great- since it might help me focus on other aspects of the project such as coding it or writing events :D

If you want to, you could mail me your Skype name and I'll be more than happy to add you and discuss the project with you!

Thanks a lot of the offer, Luke!

I really appreciate you allowing me to check out your hard worked code- I'd love to take a look at it in the future (or maybe even once or twice during this competition) and learn more about procedural generation from it.

However, I was planning more on a top down approach- and yeah, it takes time to become better at procedural generation- but hey, that's what makes it so fun, and that's why we're here (;

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I was thinking about doing a 2D top down roguelike (RPG, probably?) for this one- currently trying to understand the map generation technology.

And yes! Cuphead, Galak-z and Broforce are great Unity 2D titles- and examples that Unity can have amazing 2D games.

I'm considering working with some other people for this jam- if you feel like joining me, then just email me at: and tell me a bit about yourself. All are welcome! Artists, programmers, writers, or anybody else!


I'm going to be using Unity, so I won't really be able to join programmers that use any other engines or tools for this Jam- just a heads up.

You're welcome, I'm glad I could help!

There's a lot of things that are better n your version than his, though- like the screenshake not having a weird angle change and the ability to actually see your enemies, even when there's a lot of blood on the floor.

Maybe less speed, less health, or a smaller field of view would be better for the blue enemies- but they definitely deserve some "nerf".

I did, and don't remember it particularly? I think it was the one where I was at first overwhelemed, but gained control after a bit.

Oh, that would be interesting. Maybe there could be some stealth levels or something.

I'm not sure about the second one you mentioned, but I think you should definitely try it, polish it and evaluate it once it's done.

This is a pretty interesting game- and definitely a great one, as your first project!

First of all, I would like to say that shooting enemies in this game is really fun- even though it's sometimes hard to directly hit enemies with the spread of the shots, the sound effects and the splatter all contribute to a nice experience. I also liked the size of the bullets as well- since most people try to use tiny bullets in their first game (for realistic-ness and accuracy) and fail.

In addition to that, the maps are usually fun, unless there's blue goop cornering you, and then you're usually done for.

There was one big problem that annoyed me a lot, though, and it is enemies spawning on top of me. I was standing near the edge of the map, and died 3 times in a row without any solid reason.

Maybe spawning the enemies at a certain random distance from the player, or having a hole or a gate that indicate that enemies would spawn out of them can solve that- and there's probably a ton of other ways to fix that, so I don't think that should be much of a problem to fix.

The first time I faced the one-eyed blue goo monster, I was killed shortly after- it takes several deaths to get adjusted to the blue monster, and the ability to run away from it depends on the amount of red monsters on the map and their spread.

There was some time when I was cornered by a mob of red monsters on one side, and a blue monster on the other- it was a pretty hopeless situation, that I guess could've been prevented by me avoiding the blue monster or running away from it without shooting it- but not always it's possible to run away from the blue monster while avoiding the red ones and still feel skilled, or not die.

However- I though that the green monsters + red monsters combination was really clever- the green monsters were stuck every now and then, but in the end, they were a pretty fun challenge. In addition to that, I liked how the eyes of the red monsters become a bit bigger when they notice you, and the fact that blue monster blood makes red monsters slower. The synergy between the monsters is definitely a strong part of this game, and it would be interesting to see similar stuff in other games- since this is more than enemies complimenting each other, but rather enemies affecting each other in interesting ways.

Technically, a similar thing would be an enemy cleric healing his fellow enemies, or an enemy mage buffing other enemies, but besides that I can't think of many examples of enemies affecting other enemies, in ways different than adding more firepower to their side or acting as meat shields. It would definitely be interesting to see something similar in a rogue-like (or rogue-lite, however you may call them), I think.

Also, the flashlight level is really interesting. I'd love to see a blue monster in a dark environment with a few red enemies, I think that would make for something interesting- but that's just an untested hypothesis, hehe

Hehe, true. Though, to be honest, I guess you're right, and it's usually recommended to have all three in games, or at least a really strong sense of one of them, depending on your design.

Hmm, true. Certain enemy combinations compliment each other a lot- like, for an instance, the "Jackals" in Halo and the "Hunters"- which together, have the Hunter's deadly shot from afar, and spray of tiny Jackal plasma bullets, or the Hunter's even deadlier charge if the player were to come up close to them- which turns fighting them together into a desperate, action packed (and really risky) charge or a slow, hard, fire-fight. Stuff like that usually signals the end game, because it's rather challenging-
Same happens in some encounters in dark souls, in which a single enemy is pretty hard on his own, but in certain situations, or with some of his friends, can actually become a serious death threat.

Huh, sounds pretty interesting- I guess the "nugget" of that experience is the crazy, skill-based chase. I'd definitely love to play that game.

I'm glad you agree!

I'll check your game out a bit later, since I have A LOT to do- I recently have had creative blocks in the beginning of weeks, or "indecisiveness", which usually results in a greater crunch-period near the end of projects- which is probably now. But hey, I finally managed to get "Unity Remote" to work, which means that I work on Android projects in the future, maybe!

Thanks a lot! Though, I must say that I was able to learn how to actually finish games only after a lot of unfinished, dead prototypes-

And, please post it's name here when it's on, I'd love to see it once it's uploaded!

Yeah, doom was an incredibly smart shooter for it's time. And I agree- that's definitely something I'll have to consider in my future designs, especially once I'll finally get on working with multiplayer.

Something I'd like to mention there is that people don't always need all of those three things- in movies or books the audience/readers aren't autonomous (when it comes to the plot), or competent (usually).

Yeah, I feel like the enemies in my game might be too fast for action, and they maybe fit Horror better... to the point of frustration. I usually end up making enemies in my game be really challenging, to the point of requiring quite a lot of skill in order to defeat them, and to the point where it becomes nearly impossible to kill a lot of them, without just trying to pull one towards you at a time.


Hmm, I like the slow down idea, but I wouldn't want it to always be incredibly effective- maybe it would be better if enemies would be slowed by a random amount, ranging from "just a very little" to "quite a lot"- so that would make fighting crowds of enemies more interesting? It would be fun to try that.

I'm glad you liked the knife idea! I'd definitely try that out if and once I'll make a remake of this. And yeah, I had this idea of a trap gun that would make the player still run away, but instead of shooting enemies while running away, the player could, this time, try to make them step on traps instead- there are plenty of other cool features, though, like the ones you mentioned (stun and slow) or different ones, like poison/bleed effects, or grenade launching weapons- but sadly I couldn't fit them in the time constraint, and instead I'd probably add them in a remake or different projects :/

I'm definitely likely to use your feedback, but I take Rami Ismael's approach to feedback, and I usually just try to find my own solutions to problems that people find, rather than their solutions- unless those solutions really fit- like the slow one (which I'll still probably somewhat modify, but could be incredibly great to the game overall). However, I still really appreciate people offering solutions and finding problems - because that means that they care, and that really matters to me.

Hi! Thanks a lot for your feedback!

Yeah, the original idea was maybe to also have ammo, projectile enemies, more unique guns, and maybe a knife attack with knockback by the player- which probably would've worked a lot better for situations with enemies that get "too close"- and a lot was lost during time constraints.

I still think that after fighting an enemy for a couple of times, you can definitely kill them without dying or getting hurt, but the fact that it's somewhat problematic in the first time is a pretty serious issue, so I agree with you there.

"One game a week" mainly taught me that it's really hard to polish a game well during one week (and adding features- it's good for preventing feature creep though), but I'm glad you pointed those things out- and I'd definitely love to remake this game in the future, with some decent polish- I won't copy your examples completely (probably other enemies rather than the red guys would shoot, since I like the way that the red guys attack, but I'll fix the main problems you criticized).

I'll probably polish it and post it in my "one game a week" blog, a few weeks from now. I'd like to complete overall 10 "one game a week" games before working on a better portfolio, so I think I'll post it in said blog at about that time-

P.S: Extra Credits forever! <3