Super happy you enjoyed it! Strange that out-of-bounds was causing softlocks, I added death planes outside the cubes, but for flying enemies I guess that can happen. I've seen it happen to the boss. There are some cases where you really have to track down the last enemy, though, particularly in levels 5 and 6. Glad you had fun!
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Thank you for playing! No checkpoints was an intentional decision since a full run is only about seven minutes. It's meant to be sort of like a Rec Room quest, admittedly more weapon variety would help that haha. And bullets physically originate on the muzzle so sometimes they hit walls weirdly. Glad you enjoyed it!!
Thank you for playing! The lack of checkpoints was an intentional design decision given that a full run takes only about seven minutes. The intent was to make it sort of like a Rec Room quest, where you get better and better at the beginning and the late game becomes highly intense. If I make a full steam release (beyond the collection), there will be branching paths and more weapons for more interest and variety. And better spawn telegraphs - one thing I wasn't able to get done was spatial audio, since that would require a much better portal pathfinding system than I was able to implement.
I didn't finish it because I crashed twice in the same way and the same spot, and when I continued my position was checkpointed but my objectives were reset. Great use of sound to sell the atmosphere! I think it's the strongest aspect. The terror moments are well executed too - [spoilers ahead...]
the realization of how long it takes to close the hatch, the Organic on the scanners moment, the error, all pulled me into the game. And once I got the hang of the movement I was enjoying that too. Great work!
For sure! And to be clear I think this game being unforgiving is the right call. There's a few core issues with the UI:
- Using condensed pixelated logos is confusing. I don't know what I need to press and I have to check the guide.
- Not being able to see what's actually flowing through my pipes nor any representation of the machinery is cumbersome. I can't tell if I'm producing the right things, or which machines I have placed where.
- It's not easy to tell if you're doing a recipe right all the time. For instance I was folding envelopes and I lost because they're a separate product. The jobs could be clearer, maybe showing a sort of list of the properties of the item instead of having to hover.
- Generally the game does a poor job at teaching itself. The tutorial is adequate for if there wasn't time pressure, but under time pressure the challenge isn't meant to be navigating the UI at speed.
Essentially I think there's too much reliance on familiarity. Which is easy to slip into because you're so familiar with it. It's a really strong concept though!
The concept of building up a factory is very enticing and as an avid Satisfactory player I really like the concept. However, the UI is just too unclear for it to work with how unforgiving the debt timer is. The music was a good vibe though, and the pitch is exciting, even though the execution fell through a bit. Room for improvement, but a great (should I say bad?) idea nonetheless!
Most emotionally violating 15 minutes of my life. 10/10
SPOILERS: At first I thought Everjoy was a manipulative world of ignorance of some higher truth. So I kept going. And then the world got horrible. Everyone told me to stop, and I realized that I should have. But I kept going. And when the world ended, there was no higher truth. Everjoy probably remained the same. Just without me, the derpy, emotionless rat, living in it. Incredible.
At first it didn't seem like this would be that hard, but things got out of hand really fast, which was a super fun realization. The art is great but (nitpick) one of the legs blends in to the background. Audio was fine, but I didn't realize I was taking damage until I died the first time cause the hurt sound is so quiet. It's a really great concept with good execution, and if you ever take this concept further I suggest more content in later times. A half hour is a good length for a full game's run, it's a bit long for a jam, but it's perfect for this kind of game methinks. Great work!
Little bug: Exiting a level from the level complete screen doesn't save your progress. Neat concept, ofc would benefit hugely from visual polish but the game design is very solid. The ball is kinda tricky to learn to control, but I'm a fan of games like Getting Over It. This kind of character controller could work very well in a Foddian but I like the one-obstacle-at-a-time approach especaily with the checkpoint-stars system!




















