seems of such high quality and i'd have given it a real shot if not for the movement/camera scheme.
there are some "retro" things that should remain in the past and were only ever a thing due to hardware/software limitations.
seems of such high quality and i'd have given it a real shot if not for the movement/camera scheme.
there are some "retro" things that should remain in the past and were only ever a thing due to hardware/software limitations.
As per rules to the game jam it had to be like this, the team didn't really like the limited movement and camera either but we ended up finishing it in time so thanks for rating it so highly for what it is!
i prefer vaghetti
IF I MAKE EAT VAGHETTI *sniff* YOU RATE 5 YOU HEAR ME *snif snif cough* YOU RATE 5 I SWEAR TO GOD *huhuhuuuhuuu*
is this even a game..?
"Homecoming is an interactive story"
this makes no sense. if it's minesweeper then why sometimes do i drag from a cell that has no # in it to an adjacent cell and hit something?
Sorry about that, this was a design decision where the numbers only indicate water tiles. Any other tile types are less likely to appear but they are hidden and this forces you to use your reveal ability to avoid surprises. Sorry about that confusion.
it's no ms 3d pinball space cadet (or even close) but it's passable i guess.
the colors and art were a bit drab. the music and sound effects were solid. the playfield was kind of empty and boring.
i recommend you check out ms 3d pinball space cadet for a masterclass in how awesome a pinball game can be.
But I didn't want to make space cadet, I wanted to make a target breaking game with pinball controls.
i have a lot of criticism here:
-the controls are pretty awkward and convoluted. so many random letters assigned to various functions
-blocking at moment of strike never stunned anyone. it just blocked me from taking damage but then they'd swing right after
-the music is cacophonous. you really need better melodies/instruments and stuff needs to be in different keys
-reaching the first upgrade spot and having 17 currency and the cheapest upgrade costing 250 was absolutely insane
-i couldn't full screen despite it being an option. i understand why. but i don't really care? the game is far too small on a 4k display. if i have to zoom in, the display settings of a game are poorly designed.
-it makes no sense that i can block at the time of being attacked (which as i explained earlier is pointless anyway) but i can't hold down block to keep my block active.
Please address these issues and I will take a second look.
Thanks for your feedback!
i got to the briefcase but it said i needed to authorize a request on a smartphone or something and there isn't a smartphone anywhere. just a tablet that does nothing but change screen displays.
Did you see the guy talking on his smartphone in the doorway earlier. You have to figure out how to get access to it :3
much improved. fantastic game!
New version posted! Lots of improvements especially to the UI.
had potential. but much of the damage is unavoidable and if you have health that kills you when depleted, why also do we lose currency when we take damage..?
I think losing all the coins when the player dies is a better idea since it avoids overusing the items in the shop.
I had an approach that was a little too “retro” in term of level design, sorry for that
The game is difficult, maybe a little too difficult, thank you for pointing that out ! The next games will be easier
cool. but i'm guessing the demo doesn't show much about the core gameplay loop.
That's right, this demo doesn't include any meta-progression or the narratives and quests in the campaign mode.
Joined on 2/19/05