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I liked the idea! I wish the art style just allowed for a more stable color to be shown during each level to help differentiate it. The tutorial was honestly a pain to get through as each time I'd be trying to experiment with something I'd be stuck reading a block of text that made experimentation feel impeded. I would of much rather have the game give me scenarios that let me understand key concepts like not shooting as much to do more damage and gain accuracy and naturally let me understand weight is affected by inventory. I didn't feel a huge impact by the guns other than the sniper survival level which the auto full weight felt bad, especially as I didn't know if that was my ammo or the gun alone giving me that much weight. The concept behind it sounds good, but I found the execution making me want a lot more. On the enemies the way they rotate towards you with their arm pointing out makes them really skinny hitboxes which with how tiny the bullets are to begin with makes it a challenge to hit them. Having a wider hitbox would help a lot and give more to help understand the narrative of what's going on in this chaotic world. HP was difficult to maintain as well, I usually found myself dying if an enemy got next to me after a few seconds despite attempts to get away or rotate around them. If an hp pill was there I really hoped it would give me full hp to secure my chances of victory however the cost was extremely high for what I expected and the first use of it only gave me about one tiny box of hp, then later on in the game it was a full bar of hp so genuine confusion there. I think there's so much potential here, I hope all these people playing your game gives you the core feedback you need to keep going (should you keep going with this project!) And well done getting this much made during the jam!