No metaprogression? Shaking my smh
Willops
Creator of
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Awesome work! This is a fantastic jam game. Played it to completion despite 47 resets, which is a good sign.
Your level design was really clever, and it seemed like you stretched the limited mechanics you had to their absolute limits. I think there's maybe a bit of unexplored design room in slowing the game down and asking the player to make a careful decision about where they shoot for that puzzle element, but the more action-oriented elements were great too.
This isn't something I'd expect you to implement in a jam game, but if you decide to take this project any further the platforming could benefit from a lot of small details. Platformers are one of those genres where you really get killed if you don't design in detail. Adding things like input buffers for jumping right before a player lands, or right after they move off a platform, could add a lot. Additionally, I'd move away from using Unity Physics to move your player too much, and instead try to focus on coding as much of the movement yourself as you can, that will give you more control to fine-tune things.
Overall, great game, nice work you two!
Thanks for the feedback! I'm glad you enjoyed it! I think you're right that the placement of the pacemaker is a little awkward, having it in the middle bottom is good advice. I might want to make the zombie heads contrast in color more from the background too, maybe put a bright colored bar behind them, anything to make it easier to track just from the corner of your vision. Great job on your game too! I sense a "best overall" coming ;)
Cool demo, I like it! The artstyle was very clean and the animations were nice but didn't detract from the play experience. The puzzles were a little easy, but you did a good job of showcasing all the mechanics of the game. I would've liked to see the mechanics of pushing blocks and shooting enemies overlap and work together more. Rarely did I encounter a situation where I wanted to push a block into a pit, but that would block my line of sight to an enemy, so I had to think up another solution. I think the greatest weaknesses of your puzzles right now is that the solutions are too straightforward, I never had to stop and think, "Oh crap, that doesn't work. How do I solve this then?". I usually just took the only movements I could take, and then the puzzle was already 50% solved. I'm not an expert at puzzle design so take my advice with a grain of salt, but I think it would be good to obfuscate the solution of the puzzles a bit more by creating more routes for error so the player really has to look ahead and figure out how they want to try and solve the puzzle before moving forward.
Overall, good demo!
I really like the idea of a monster you can't look at, and having to use lines of sight to block it off from places, but it was really confusing in the dark and twisted labyrinth of your game. I think it might work well as a 2D top-down horror game with a cone of vision, because it becomes a lot easier to understand your surroundings and you can also selectively show and hide things from the player. Overall, really cool entry! Very atmospheric.
https://willops.itch.io/paper-planet (Windows, Mac, and Browser, all free!)
I was only recently made aware of this board, so I'm a little late on my announcement haha.
Paper Planet is an Arcade-Roguelike where you play as a moving turret defending their planet from evil invaders. The current version is just a demo however I intend to be very active about working on this project, an alpha version will be out in a few days! Please give it a look if you're interested!


Amazing entry! I had a lot of fun with this one. The music and graphics are a little lacking, but the gameplay is 10/10! At first I was simply using weapons as I found them, but later I was forced to use them in more creative ways to hit multiple enemies at once, it was very satisfying. I got to wave 51 and scored 2545.
Also, thanks for playing my game :D