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MendicantPrimes

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A member registered Jan 26, 2024 · View creator page →

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I like the level design, and the voice acting was nice.

Is the map just really big or does it generate? I tried to get to get to an edge and didn't easily find any, which if by design was well implemented.

I think having some control over the shooting would be nice in the future.

Also, maybe on my end but when I tried to put it into full screen the game would just disappear

Congrats on your first completed game.

I liked the idea you went for. If I wasn't able to glitch it would have definitely been hard 

The writing, jokes and references were all really funny and well placed lol

I liked the mechanics, and adding the ability to immediately catch yourself to cancel a bad directional position was a good skill based feature.

Honestly didn't have any real problems with the games. It was challenging, funny and enjoyable.

Really good Job!

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I'm pretty sure I got the bad ending lol

I had a good time playing this. The voice acting was really good and the alien word(s) were a nice touch.

I like the theme and how the background is moving around.

I don't think I got a hang for how to get more positive responses, after a few more playthroughs I might find the right words. Picking Destroy, Gun and Human Bad doesn't seem to elicit positive responses (shocked Pikachu face)

Maybe some known bugs but I'll list them anyways:

- The cursor is offset to the right of its actual position it seems

- The dialog box doesn't continue to the bottom when the text runs off

- The cards went to the back of the pile when you click on them (maybe this was by design). I felt like they should have come to the front. It would make moving them out of the way easier


Overall, I thought it was enjoyable and a solid submission.

Congrats!

Okay went back and tried that and that does in fact resolve the problem I was having!

Best Time I got was 37 seconds. Which took me around 5 ish for me to get.

I was pretty surprised by how challenging it was. The flying saucer is really slippy and slidey (by design). For me maybe a bit too much. I really had to pull back on the stick to make some of the sharp turns. However, that could just be preference and/or a skill issue.

I can see a lot of places you could go with this game. You could add different materials maybe? Some allow you to bounce off a wall, some make you stick more, maybe some make it even more slippy and slidey.  Maybe instead of killing you instantly you can make hitting the wall add a time penalty, this could promote multiple gameplay styles?

What's here work and I did have fun playing that 5 mins.

Good Job on your submission

The game play was engaging I did feel like I had to pick whom I sent wisely.

I didn't see the missions going off to the right, so I got behind pretty quickly. There is a lot of vertical space so maybe you could stack some of them there?  I know that kind of gets in the way of the mission breakdown and the agent breakdown. maybe have missions pop off as you win/lose so more room can be made for the new ones?

I like the art style of the characters and of the GUI as well.

Good job to you and your team?

This was a fun little game!

I like that you add police chasing you the longer you play.

I struggled with the steering a bit, however that might just come down to preference. Maybe entertain following the mouse/cursor to steer?

The graphics/ movement and overall style was really well implemented. It plays very smoothly and the style is cohesive.

Really Good Job!

I like the little ferret drawing and the pixel art of the tubes. it is a creative little design.

I like the idea of the game play and like how the board can change based on your anxiety with the number of people watching. I got to the 50K board and finished it and assumed that was the ending since nothing happened.

When you go outside the tunnel or change boards the straight to black flickering is abrupt. I'm trying to think what would be better. Maybe resetting back to you being at the beginning or a more gradual shift on the darkness.

Congrants on getting a game submitted !

The art and the music were very cozy

I spammed the camera and then realized on the first night it takes pictures. I tried the other two buttons, but they didn't seem to do anything.

I played all seven days. 

When you get people in It would be interesting to see how your post affect them

Good Job

The eeriness of the game is level was phenomenal. It took me a while to realize there was no music, but it works really well.

I also love the concept of this for the Theme. It wasn't something that crossed my mind.

Also, the pixel art is truly really good.

I hope you continue this game and continue Jamming.

I really like the style as well.

I like the variety of enemies; you could move around and just dodge everything, but you couldn't do it mindlessly.

I took me a while to realize that they enemies were dropping hype orbs, so they might be a bit bigger. I notice the sluggishness as well.

The interactivity of the crowd was nice, either giving you gifts or giving you bombs. 

I liked what you have so far.

The animation and assets all mesh well together.  I like how the darkness goes in and out.

I played it for a little bit, but I'm the type of person that just tries and runs past everything. This game does not allow for that easily ( by design I imagine)

I can see the vision and maybe if life allows it, you will be able to return to this and add some more

Good Job

Hats off to you, I think you really nailed the vibe very well. The music and graphics were spot on.

Overall, I found the gameplay enjoyable and at times it was a bit challenging. I loved the added messages from other employees. You pretty effectively gave instructions in a few lines. 

I liked being able to scroll up and down the messages to read back on old instructions, but it kept snapping me to the bottom when you scroll down, honestly not that big of a deal just a nitpick

Yet again really well done!

Okay now I see what you mean. That would be handy.

Thank you again

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First off Thank you for giving my game a shot. I'm glad it made you feel like a hackerman!

Also thank you for the feedback. I will definitely carry it forward into further development of the game.

Initially I wanted to give the users the ability to move the camera and wanted a dynamic path following system, but scope creep got the best of me. 

I'm happy to hear you could get to the point of testing the Aliases and the & commands and that you finished the game!  (the screen freezing is me ending the scene, I should probably fix that))

You could make the alias for id quicker by making and alias for setting the alias.

alias id= alias id

id= 4560

However, your solution is just as valid. I was curious to see what people would do with those systems.

For the alias you were having problem, I think you just needed to take the space out of "ha 123" and put something like "ha_123".  The parser splits on spaces.

So "ha 123 hack -r 123 & access -r 123" would save as "ha" -> ["123",  "hack",  "-r",  "123", " &",  "access",  "-r", "123"] 

I liked your idea to persist the aliases, so I'll definitely add that as something to work on.

I loved the premise of this game.

If you don't try and spam it can defiantly be a challenge especially as you add more and more sectors.

Maybe in a future update you have to click something to "address" or delay the destruction. Something that is still simple but can make the level last a little longer. However, I acknowledge that this suggest also goes against the premises, so take it with a grain of salt.

Overall good job!

This was a fun little game.

I did a few levels and while I got a feeling of what to look for it was still relatively challenging.

Music/Art and Timer were all really well done and the beeping to let you know you are almost out of time was nice.

I love it lol

The music slaps and love the idea and designs.

Controls are intuitive and gameplay was good for what there was.

It took me a couple tries to notice that the cameras move, but once I realized it the difficulty was manageable.

Only thing of note to report, if you go into the options menu it seems like you get stuck. Unless I was missing a button.

This definitely gave me a good giggle and overall was a fun experience.

The first few things that stuck out to me were:

1.) Was the music and the response on the GUI, both were really good.

2.) I liked how you broke out your tutorials and made them optional. Also, having a couple maps available was nice, I got frustrated on one and just switched to the other.

3.) The chat was a nice feature for the theme of the jam and I need to go back and play some more so I can try and catch all the things it says


I don't have any glairing nitpicks. The only problems I ran into was that some of the key combos were a bit difficult to hit. W+S in particular, but given time I could probably get use to it. Or maybe, should you continue development,  given the option to rebind keys?

Overall Good Job!

Hey! Thank you very much for giving my game a shot and for the feedback. I can defiantly confirm scope creep was a bit of a problem, especially for a Jam. I'm hoping to come back to this game after the Jam and try to make some adjustments based on everyone's feedback. Adding a "first catch" example as a tutorial is a great idea!