Makes me feel real clever :P
Now give it some pretty graphics!
Makes me feel real clever :P
Now give it some pretty graphics!
Of course you're clever! And exactly what isn't pretty about simple, glowing blocks? :P
Pretty great. Not quite getting the hang of the Shift/Space control scheme, but good to have an alternative to X/Z
It feels very polished at first glance, like a team effort. Probably due to the reused graphics? But default browser cursor feels like an oversight, the janky 3d looks out of place and the lacking quality of sound FX is really hurting it.
Enviable achievement for a side project nevertheless!
Hi there; thanks for the review! Can I ask what you mean by "default browser cursor" in this context?
Love the look. Foreground could pop a little better!
The concept is cool, I do feel like i dont understand some things tho, e.g. bandaid minigame confused me, hit and damage feedback is really lacking. Controls feel needlessly scattered, why not mouse entirely?
Anyway, cool project, keep it up!
The controls were chosen to increase engagement a little, so it didn't feel too much like an auto-clicker!
I hope the controls image in the game description helped solve any doubts you had.
And thank you, I will aim to.
NGL this is rad and weird at the same time ... had difficutlies getting into it, came back several times until it clicked.
Big issue is that the player and characters are kinda hard to read.
There also seems to be quite the dominant strategy - squeeze past everyone by the wall to the puppet master in the back, then take out the mobs in a quick sweep. Not entirely without challenge but maybe a little same-y.
Those crunchy death sounds totally make the game.
All the whining aside this is really strong, eager to see more!
First off: great game, cute art style, nice music.
Some unsorted observations:
- X/Z doesnt translate well to non-english keyboards, makes for a terrible game-feel.
- I dislike that the rock thrower can attack from off-sceen after being woken up.
- I had a glitch where fell into a pit despite rolling over it.
- Most enemies amount to 'hit-it-first', teleporter was a nice change.
- Wish i could return to previous rooms.
Anyway, good one, good luck with this!
Wow I had no idea of the X/Z issue so I'll keep it in mind for next games. Thanks for the feedback!
Wow, thats clever and good looking!
If i had to nitpick i'd complain that hitfeedback from enemies is missing, that the bottom arena boundary (first stage at least) is invisible, that i have to rmb a second time to charge the throw. But the result still holds up. Congrats!
Wow, this is quite the package! Looking good, sound and music are spot on! Multiplayer too? Amazing!
Combat feels good, the dominant strategy seems to be alternating between lumping up enemies and running away. Which works well, just personally i find that the mobs are too big and enemy health is too high, drawing encounters out too much.
Anyway, all in all pretty great!
Interesting mechanic! Do wish the setup was a bit more varied than the gradually flooding arena. Maybe some smaller wavebased levels in the next version, or something?
Keep it up!
yep, trying something like that out in the endless gamemode :)
I win! Nice one, give me all the game modes!
Age 25
Joined on 10/1/19