Loved the vibe here and the QTE implementation was on point, fantastic work!
xchino
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Ok I see now. On that level there is a room across from one of the doors with an enemy with a teleport reflect, the idea was that you would see it, come in to range for it to attack and you could teleport across the gap , killing the enemy, picking up the green key and the portal back is right there. Thanks again for your feedback btw, definitely some blind spots with my attempt at level design.
Another fantastic continuation from round 1, I made it to level 10 I think before I quit just so I have time to rate other games! I felt the controls were greatly improved. I'm not completely sold on the QTE mechanics actually adding to the overall experience, but it did meet the task. I'd be interested to hear about how you adaptated multifunctional level design as its seems such an abstract concept I find it hard to judge. Really great submission again!
Fun game, even though level 4 was too hard for me or I didn't understand exactly what to do after grabbing the card. I was able to enjoy the first 3 levels though and I had fun figuring out how to use the levels to dodge enemies and break line of sight. The QTE on the door seemed spammable which was probably a good thing for me for progressing but I wasn't sure if it was intended or not.
Nice customizations, there's not a huge amount there but what is feels really polished. All in all a good implementation of the task. I had a similar problem to others with continuing the dialog just to pile on that one criticism. The text animation were cool but it started to feel a bit much, something to watch out for if it's headed in a dialog heavy direction. Nice submission!
Thanks for the feedback, a stats panel is a great idea, wish I would have thought of it! As for judging customization I would personally lean towards 1 as being fair, I didn't intend for it to be as opaque as it is but I got into the weeds on some other issues and was just glad to have something submittable. My original intent was to give hints as to what would be effected but not how so the player could decide if they wanted to gamble.
I think the hangup is related to audio resource loading on the web build as it started after an SFX pass late in development and doesn't occur in the native builds.












