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I'm assuming everything from the base sprite assets up was made during the jam if you're listing Aseprite in the software, and if so then its overall look and feel is very polished for a game made in nine hours. Especially if that includes music. The gameplay mechanics were good for a jam and the difficulty ramped up nicely; the only thing that seemed a little awkward to me was handling the weapon changes with numbers while moving with WASD (the mouse wheel seemed too imprecise), but considering how complicated the controls to Mech Squad will be if/when I get that game ready I'm hardly one to talk ^,^

Also props for replying "git gud" to someone who says the game is too hard.

HealliesGames responds:

Yes, all the resources were made during the jam. I've also gave a shot to LMMS for music, which is a really good free and open-source DAW.
Numbers are the standard keys in FPS / TPS games for change weapon, but I agree that they're not very comfortable when you have to do it rapidly.
Even if not listed in controls, you can also use spacebar to switch!

Thanks for feedback man!

It's a really nice looking game but I would've liked to have a save feature in it. The easiest way to do it in Unity would probably be by setting the data in PlayerPrefs and saving whenever the player finishes a level, and when the game loads again checking PlayerPrefs with HasKey and getting the data if so. But be aware that if you do that and then post more updates to the game in the future, players will lose their save data whenever the game gets updated. I found a fix for that so players won't lose the save data stored in PlayerPrefs if you update, and I posted a description of how to implement it with source code at https://3p0ch.newgrounds.com/news/post/1086279 if you'd like to use it.

nomlan responds:

we just realized that playerprefs was an option, thank you for telling us !

Spebby responds:

This is a huge help! Thank you so much!

It looks nice, but seems like it's at a pretty early stage in development right now and easy to figure out how to win. It seems like the mechanics might get limiting, but I'm constantly surprised by puzzle games that seem to accomplish a lot with minimalistic mechanics, so maybe there's still plenty of room for the game to grow. I'm interested to see what comes of it, and wish there were a straightforward way for NewGrounds to notify people when updates to an already published game happen.

LeviRamirez responds:

It probably won't get any more complicated than this tbh, I like the simplicity of just going back and forth seeing who dies first. But I do plan on adding more "Strategy" items and some more elements to battles like status effects.

also probably the best way to get updates on this is to follow me on twitter, If there is a major update for this game I will post it there and others will share it around

It looks like it'll become a good game. My two cents are that when you're in the natural world at the beginning, I tend to prefer having a keyboard button to attack instead of mouse button to attack, unless the attack is targeted toward the mouse cursor which would make binding to the mouse button more appropriate. Once I was in the rift, getting LMB to control the movable platforms was sort of hit-or-miss and I would often just have the player attack instead of grabbing a platform to move. The very first one messed me up because it swapped the platform opacity when I moved it all the way down to jump on it -- I'm not sure if that's even intentional or a bug but it's very unintuitive and unnatural feeling. It was also a little unintuitive that you could only move the movable blocks while they're transparent but not when they're solid, and I'm not completely sure if that's a bug or a feature (it would be fine to keep as a feature if intended). I could get through the rift until I reached a point where there were two back-to-back vertically moving blocks with the same start and end y-coordinates and I couldn't manage to grab and move either of them (most of the time when I tried clicking on them the player attacked, but I could occasionally click on them and have the player not attack but was still not able to move the blocks afterward), so I stopped at that point.

doublemindgames responds:

Hey thank you for your tips and feedback, that will help us a lot in the future!! We choose to put the attack button on the mouse because of the rift! Isnt intuitive to put your hand on/off the mouse all the time(cause we need the mouse to move block in the rift). About the miss click on LMB to move blocks, the window its to small, If you do CTRL + the window game it will be bigger, and the cursor it will be smaller. I dont know if the website has a FullScreen mode, I coudnt find. But that will solve thist problem. About the line limits, was intended, you need to be careful moving the blocks. Try to do the thing with CTRL + and let the window bigger, it will be much easir for you, and let me know if was better! Thank you for you comment, you helped us a lot with that <3

Looks like I'm not the only one who experienced problems with music crackling in my Godot game, which just started recently. I posted a way to fix it (done on the game dev's side, not the player's side) at
https://3p0ch.newgrounds.com/news/post/1148893

GabeMalk responds:

Thanks a lot!

It's tough for me to even play because I can't see the whole screen at once. Even if I change the zoom inside my browser, it shrinks the area for the game canvas, but the actual stuff inside the game canvas doesn't get scaled down proportionally so stuff just gets cut off the sides. That seems to be something inherent to Godot because I just went back and looked at my game and it does the same thing. Elements that are positioned by control nodes do actually reposition like you would expect them to, but the entire game doesn't scale like you would expect. So I'd probably recommend setting up your project settings / display / window to have something small like 800 width x 600 height so it'll fit on pretty much any modern screen without needing to mess with browser zoom.

dotdash responds:

thanks, I will adjust it.

Great atmosphere! The imposter was kinda bad at stabbing me if I just run (or even walk) by him though -- stabbing does work if you sit there so it's not like it's bugged or anything, but maybe something to tweak if other people notice the same thing. And the comments mentioned stamina but I didn't see any indication of it during gamplay?

larrynachos responds:

I'll expand the hitbox a bit, anything else you noticed needs improving? It takes me a while to upload so I want to make as few updates as possible :X

Thanks for the review!

This is kinda cool, and at least a nice time waster to be sure. The one thing I might suggest is that I don't like having to spam mouse clicks and would rather be able to just hold down the mouse button to spam slashes.

ahmadkalach responds:

Thanks for playing it and for your feedback!

If you like hard games try my Daxolissian System series

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