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Crjönch

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A member registered Mar 08, 2022 · View creator page →

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You should check our Twitter page, you might be in for just what you’re looking for ;)

(1 edit)

Thank you so much for the comment and the thanks!

And I want to truly commend you for getting that far while playing your first run on hard mode, as it was made with the assumption that the player had beaten normal mode already. The escape mission in particular is far, far harder on hard mode than normal, it’s still hard for me and I designed those levels. If you ever feel like giving it another shot there’s no shame in playing normal mode!

We’re so glad you enjoyed! Thanks for playing! 


Addendum: if you ever wanted to see what else the level had in store, Autopawn made a gif showcasing a trick to passing the jump we think you’re talking about

Hey! Thanks for the review, and glad to know we could do good by another player!

I’ll be happy to say that we have a project that will take place directly after this game, so you’ll see what happens to these characters in due time ;)

I myself am also sensitive to sounds, so I’m super glad we got the sound and music to a level that’s fun without making anyone uncomfortable.

Haha I do love a hard game! Sometimes I think I might’ve gone a bit overboard with some of the levels so it’s always nice to see people have fun with the challenges.

All of us really appreciate reviews like this. thanks for playing, and stay tuned for more!

interesting freeze, We'll look into this. you mention taking a while, may I ask how long the fight lasted if you remember?

just throwing this reply here too, pay it no mind if you’ve seen it on Reddit 

Super appreciative of this big review! And I wanted to say congrats for beating it! The other devs put a massive amount of effort into the sound and sprites.

You have good points about the gameplay and I wanted to go through them one point at a time, not as a refutation or out of spite/anger but because I talk too much and love open dialogue.

I did want to address that I don’t think this game was designed to truly be beaten in one sitting. My philosophy when creating some of the levels (yeah I was in charge of most of level creation) is that the player can quit and come back whenever and their progress is saved. The game was designed like a hard old flash game someone would come back to play repeatedly to get better at it with more game knowledge and time to think, but I probably should’ve taken more play styles into account. If you ever come back to it though I do recommend taking breaks in between; I made half the levels and I still can’t play it for too long in one sitting.

Honestly though? That’s a pretty fair playtime all things considered. It’s not an easy game, beating it  on normal is an accomplishment. Congrats on powering through!

Now onto the boss:

dives do 2 damage because they’re hard to pull off; it’s a reward for going in deep and using all of your tools to your advantage. It’s inherently riskier to pull off due to all the hazards you mentioned, but the boss’ behavior is on a pattern so players can learn it and take advantage of the moments when it is open for a dive. That being said, it’s not required to dive to beat the boss, just an extra bonus for those who go through the trouble.

we had several ideas of attacks to add to the fight to spice up the default pattern, and the tracking orb was both the easiest to program and the simplest to tweak for balancing. I know no one likes homing projectiles, but we tried to make it slow enough to simply prevent turtling.

Level 12: 

level 12 is a doozy that I was personally responsible for, sorry you had such a rough time with it (and shout-out to the other devs for making me nerf the escape several times).

I definitely should’ve put it in the dialogue somewhere, but many of the precise jumps in the game are actually far easier when you speed up, and that section in level 12 is probably the biggest example of that. My bad there that one’s on me

That corridor was meant as an optional path for more experienced players that wanted to save time, and it was never intended for a first run due to it’s difficulty. We thought the monitor pointing down at the junction between the two paths was a good indicator of the intended first route, but apparently I accidentally made the monitor destructible. Again that’s on me. The intended path at the bottom is far easier for a first-time experience. We’ll see what we can do to make the intended path more visible.

other notes

Funnily enough that’s one of the intended ways to beat level 9 (prom). Finding the right strategy to handle everything was the big focus of the level since taking everything on headfirst will lead to a harder time dealing with the Doll wall at the end (which requires its own strategy to deal with).

Yeah killing those little toasters is really nice, glad the allure of worker oil translates to gameplay XD

Fun facts from development: 

Funnily enough the design of the level about killing dolls (level 8) is actually the test room we used to create and try her out. When we came back around to making an actual level none of us could make a better level, so we just stuck the test room in the game!

And on about hardmode; yeah that’s understandable. Autopawn made a joke a while back and it’s funny how true it ended up becoming. 

And thank you for the high and fair review! I’m actually way more appreciative that you listed off your gripes with the gameplay instead of omitting it, as it gave us things to look at that we didn’t consider before. We’re so glad you had fun with it though! Thank you, from the bottom of our hearts, for playing!