Thanks! We had a lot of fun brainstorming and fleshing the concept out. We'll be uploading a build with fixes to the intersection bugs once the jam's over. Also considering implementing some more of our intended enemy and puzzle designs if people seem interested in playing more.
NicholasPerell
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The drunken movement was novel, though the difficulty I had in the game wasn't the movement/noise level, but the time limits. I rarely had enough time to even go around the house to find the items I was required to get before the cops showed up.
An idea for the late game could be some kinds of set dressing story. For example, a drunken bar fight, but the people you're fighting actually fly away and explode like the cats.
Another idea would be alarm systems or gaurds. That could be fun.
There were a couple of issues. The UI was still super shrunken when I played it, and the camera rotated so that the walls were obsuring my vision of the player. I'm not sure what narritive there could be past the premise you already have, but making the inside of the space station look like a space station and giving the character you play some life would be nice.
I agree with Xascoria that the count is way too much, and no map makes traversal really harsh. Imagine missing one of the orbs and not knowing how far back it was that you missed it.
Being a kind of manager sounds cool, but giving the game no pause between fights turned my playthroughs into auto-played disasters. By the point any of my party members visited a single location successfully, the game was a series of battle after battle after battle with no possibility of even pausing to pull up the menu between fights (let alone visit another store). It was impossible to manage. Having seperate towns and caves/dungeons make a lot more sense to me, but I'm not the designer.
I felt frustrated that there was no bar to show the morale at all times like there is for health and energy. It was just as important to the player, being it's how players even improve energy levels.
Thanks for the feedback!
We have a post-jam build that is bug-less so there's damage indicators, the player controls aren't slippery anymore, and the 3 worlds we put together may actually be played (currently it breaks after the 1st world). I'm also writing a devlog about what has been fixed, and (more importantly) a whole lot about where we could take the game from here in order to flesh it out. So if you enjoyed what we had here, maybe keep an eye on this after voting for the game jam ends!