dremelofdeath 2012-12-18 08:17
I really like the idea and what you're going for, but i feel like the gameplay isnt all the way there yet: its hard to know what items will do what and when you'll get caught
Foon → Ludum Dare Explorer → LD25 → Mansion Massacre
By bullseye8841
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Theme | 60 | 3.80 | ||
| Innovation | 82 | 3.28 | ||
| Mood | 167 | 2.81 | ||
| Graphics | 167 | 3.20 | ||
| Overall | 216 | 2.80 | ||
| Humor | 236 | 2.11 | ||
| Fun | 256 | 2.36 | ||
| Coolness | 742 | 46 |
I really like the idea and what you're going for, but i feel like the gameplay isnt all the way there yet: its hard to know what items will do what and when you'll get caught
Thanks for the comment dremelofdeath. Yeah, it was rather ambitious for a two day project, but we had a lot of fun doing it. However, we do intend to refine it until we meet our gameplay goals. So if you get the chance: check back later :)
Fun little game. I think the graphics and (especially) the animations are great, however I do agree that the controls feel a bit awkward. If you tightened that up a bit, it'd be like an awesome, more stealthy version of Hotline Miami, which is nothing short of a compliment, I assure you.
Thank you very much Thomas! We greatly appreciate your comment! Luckily, this is only an alpha, so we can certainly work on the controls in future updates.
Some good ideas in here, nice interaction system, needs more work.
So it's like Clue: The Prequel: The Video Game. Good idea, but needs some work on the execution.
incredibly glitchy when I try to use the gun, like I disappear
Good start, but a bit buggy. Hard to understand the criteria for being caught. Could use some target indication system for visual guidance. Next version: Moving targets, more information and more rooms :)
The gameplay fell short in this game, and I feel like you could have added a lot more to it. I did like the art-style and animations. Graphics reminded me of Hotline Miami.
Dark Acre Jack: Thank you, and we agree about the work :)
Nolan C: You hit the nail on the head my friend!
moomoo112: It's actually an unresolved glitch that occurs when you use weapons on "alerted" enemies.
dj_pale: Yeah, there's actually an "investigation area" around a recent kill that you must escape before others arrive. Sadly, we couldn't get this to activate as required. However, we will be following up on the game with updates.
dev_redant: We thank you for your complements, but believe us when we say that there is much more too it. It's just not working correctly. lol
Very confusing and buggy- I'm not really sure what I did when I was doing something.
too buggy for me to enjoy. i can't even tell if i'm killing my victims: half the time they just stand there and stare at me after the animation finishes. one time i killed the dude in the chair and he just stood next to the chair and didn't die. then i killed the guy in the bathroom, and the first dude entered an endless loop where he'd run for the door, then teleport back to where he started.
The gameplay needs to be more dynamic. But I liked the idea.
kinda hard to understand,but fun idea =]
Cool idea. For the longest time I couldn't figure out why I could kill one chef but not the other with the wire. Then I found it I was supposed to poison the food. I think if you add some animations that explain why a method doesn't work would make the game more interesting. For example I thought about why killing the right chef first wouldn't work since the other one would see it.
zazery: Thanks! It's actually an issue with the A.I. that we couldn't resolve in time. The A.I. was supposed to be capable of several actions that would have allowed you to experiment more with your items. Think a top-down Hitman if you will. However, we intend on pursuing this title with future updates.
The bugs made this one hard to understand: I thought I killed a guy, but he came alive to start coming for me when I killed somebody else, except he kept vanishing and reappearing in the same spot. The gun didn't behave the way I expected it to, so I got caught. Why do I need to stand so close to use the gun, instead of shooting across the room?
With a bit more bug fixing and visual feedback, this could have been nice and suspenseful.