I really enjoyed this. It was a little too much fun to let all of the criminals through and bar the actually useful people, but such is the theme lol. I think that it would have been cool if at the end it showed what kind of civilization the people who you shipped set up, which changes depending on your score. Overall, really solid entry.
Pressgoal
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I absolutely love your interpretation, and the concept of tampering with stuff to change who is the main suspect along with the different suspect options was really cool. A few suggestions would be 1) add audio, 2) make more of the items actually change when you interact with them. I found it confusing that the blood pools didn't actually disappear when I cleaned them, and 3) consider making the rooms a bit smaller or zooming out the camera a little as I sometimes found myself not knowing where to go or what to do because of how massive and empty the room I was in seemed to be.
I enjoyed this. The difficulty was reasonable, the art and music were great, and the gameplay felt pretty good (if a bit floaty for my preferences in platformers). One major thing that I think would help is allowing you to restart from the level you died on, especially since falling on spikes does this while falling off the map is just an instant death. Overall, good work!
Thanks, and it's always the best thing to me to hear that someone had fun! I'm not sure how I feel about using consumables to make the game easier, but I definitely want the difficulty to feel more fair. A couple changes I'm going to add for the marathon jam are 1) gravity is lower, so you have more time to react to seeing those spikes, and 2) change my camera control system so that it positions the player closer to the top of the screen for pit like sections, allowing you to see what's coming better.
Thanks for playing. I very seldom work solo, and my brother usually does the art for my games, so honestly, if you liked anything about the art I'll take that as a win. I didn't realize until part way in just how animation heavy this genre is, but I'm well aware of my lacking art skills lol. I'm also really glad you got the alternate ending (was starting to worry that no one would see it). For contact damage, I was try to go for something similar to the Hollow Knight games, but maybe it should have been telegraphed better.
Thank you for playing. Absolutely agreed with the pitfalls, and I'm really annoyed at myself because I tested with lowering gravity a bit, and that completely fixed that section, so I wish I had done that earlier. I'm also gonna experiment with more extensive camera controls to hopefully let you see further down for pitfalls and other obstacles.
I'm not sure I'd agree that platformers are dead, but I'm certainly not trying to compete with Silksong or any such masterpiece.
This was amazing! I can't believe you have so few plays rn because that honestly blew me away. I did need to use the screenshot to get a hint for the plant, but the puzzles were all brilliantly designed and the twist with the unity editor and the ending were great. Adding in some sound would be a great finishing touch, but that's about my only suggestion.
Really strong submission, and I was genuinely sad when it was done because I wanted to see what would happen next. For suggestions, mostly just a bit more polish such as more consistent damage feedback when hitting enemies, and maybe giving the money a bit of momentum when it first spawns in plus a random direction to not look so static.
Overall I really enjoyed this, and hope you keep working on it!
Thank for playing, and really glad you liked it. I actually have a full flying enemy designed for it, but I just couldn't find a good place to include them. Ranged enemy is a great idea, but I just ran out of time. I will be continuing this project for the marathon jam though, so I'll definitely have at least one ranged enemy.
Very original concept. I really enjoyed it, but for a couple suggestions 1) as others have pointed out, the font is kinda blurry, 2) maybe decrease the frequency of Q since there are very few words out there that have a Q and not a U, and 3) add some sound. For a game like this especially, some sound effects and a little bop on the background would make a huge difference for the feel and "polish" of the game. Great entry, and I hope you continue it!
That cop is going to haunt me in my dreams lol. Great game, tight movement and a satisfying difficulty. This is really impressive for a first game. I haven't played it, but I felt like there was some clear inspiration from pizza tower. Only suggestion would be to figure out something different for collision on corners as my poor (literally) Blorbo kept getting stuck on them.
Thanks for the kind words and for the detailed feedback. As someone who'd always been a kbm player this is what felt natural to me, but I'll add in an option to attack with a key as well. Sorry about the dash screen thing. I knew about that from playtesting, but time was in such a crunch at the end that I forgot to fix it. Glad you had fun though as that's the most important thing for me!
Really cool little game. I love the premise, the art and the music and sfx. A couple recommendations I would give are 1) there's no need to give players access to the settings and changelog if it opens a text console that they won't understand, and 2) consider making the power scaling a little faster. Either I am missing something (which a tutorial would help with), or this game progresses very slowly to the point that I quit because I still wasn't strong enough to kill all of the enemies in dungeon 1. You can take or leave this advice, hopefully you enjoyed making it though!
Cool idea and very nice visuals. I kind of wish that the two NPCs who ask for free stuff had a bit more relevance. It didn't seem to make a difference when I gave them free stuff, and when was surprised that the person asking for antibiotics never came back after saying I'd regret it. Everything about the feel is perfect though. Great job!
The general gameplay concept is pretty good, although I think that the hit-scan is a little too tight. I'm not personally very good at first person shooters, so it might be a skill issue, but there were a lot of times where it felt like I clicked on it, and nothing happened (this may also be because of how large the crosshair is with no clear indication of the center point. I was unable to find the last thing in the 5th house, but I enjoyed this, and the gameplay could definitely be expanded upon.
I like the idea of having unique mechanics for all the different mobs. It's a good framework, but it doesn't quite feel ready to be played. I had a lot of trouble figuring out what I was supposed to do as I eventually got a bunch of racoons which didn't have a hint, and nothing was happening when I tried clicking on them or pushing them off the map. If you have any tips, I'd be up for giving it another try.
That was a very enjoyable experience. The ending got me so good lol. The countdown was perfect for me as it forced me to not doddle trying to read all of the messages, but didn't make it frustrating or tense. The music was great and somehow really funny with the action, and some of the death messages made me sad. Very good and polished game!











