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NPKfertile

12
Posts
A member registered Jun 05, 2021

Recent community posts

I'm pretty sure I died before reaching the getaway car. I was thinking more like an arrow that points towards the car to show the general direction the player should work towards to. Your game has the most informative UI out of all the games I tried out from the jam. Great work all around!

So the boss is on a timer and you just need to wait it out. However, once the boss died, a ship appeared in front of me. Didn't know if it was friendly or not. Shot it. Game said procedure was successful and I got stuck.

Lacks quit game function.

If I click on blueprints that I do not have the resources for, they seem to completely disappear from the menu.

Though lacking the theme: Breaking the Rules, I must say I appreciate the UI. The controls are clear straight from the beginning. The icons used for the EMP bar and sprint fatigue are easy to understand. The cashier dings from every GPU pickup gives strong feedback. Only nitpick I have is that no indicator shows the getaway car. Since there are other cars acting as obstacles, it would be easy to confuse them with the getaway car.

Audio is really loud. Basically a jumpscare when the game first starts. Controls should be clearer. Nowhere in the game does it mention you can press shift to move faster.

Don't know if it's because I'm color weak. But I had trouble with the timing of when the enemies grew spikes. Perhaps a flashing indicator would help?

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Love how the chat box looks and how the text appears. Wall hopping feels a bit tedious because each time you jump off the wall the character moves too far away from it in my opinion. Aerial movement is limited. Only way to change effectively is with the dash. Making the player start the entire level from the beginning upon death feels a bit harsh. Perhaps some checkpoints? I found myself having trouble with sections where the rules that applied to the character were off screen, resulting in having to completely stop on new sections to press all the buttons to make sure which ones work. Great idea about breaking the rules quite literally.

It's a very interesting concept for a puzzle game. Seldom do we see games where you play as the level editor to try and lure the heroes you have little control over. Hope this grows into something larger!

Didn't exactly apply to the rule breaking theme. The chase camera goes sideways when attempting to make a turn which is disorienting. I'm guessing this is a testing environment for a learning experience.

Though the game didn't apply the theme: Breaking the rules. I found the gameplay fluidity satisfying. The parry window in my opinion is far too short. Or perhaps it would make the game easier if the parry action can cancel the attack animation?

I love the 8-bit art style. Though sometimes the dropped items aren't very clear what they are. For example, I had trouble figuring out what the vending machine gave me. Some minor bugs here and there. A visually appealing game.