Grow My Thing by ChronoDK 2015-04-21T04:21:00
45 inches is where it gets impossible, but I still made it to 54 by flopping down and spamming.
Foon → Ludum Dare Explorer → Users → cgmorton
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | All That Glitters | compo | 425 | 3.18 | 3.03 | 3.27 | 3.75 | 2.75 | 3.11 | 3.36 | 3.02 | 84 | |
| 2015 | 32 | An Unconventional Weapon | Ants | compo | 636 | 3.08 | 2.80 | 3.77 | 3.66 | 2.25 | 3.02 | 2.58 | 3.03 | 100 |
45 inches is where it gets impossible, but I still made it to 54 by flopping down and spamming.
I like that there's no tutorial. Or, well, I would like to know that you click to attack, but I liked that you have to figure out that the jellies are health potions.
Hell I like the whole game. It's a bit tricky to fight the big bat by just spam clicking, I don't know if there's a better way but it got the job done eventually. I guess I don't know -why- you went with clicking-does-everything, but I appreciate the consistency.
This would be the second game I've seen where hugging is the weapon, except that in your case it's not so much 'hug' as 'crush to death with bare hands'. I like it.
Okay I have no idea how I beat the final boss. I think I used the special? Did I just give her the teddy bear?
Anyway this was a fun little game. Good job.
Cool concept you have here. The audio quality is there (though I could have done with a few more voice lines). I'd be interested in seeing what you do with the music notes.
Some issues:
Ditto on not knowing how far I'd turned. I realized after a bit that I could have used the other sounds for that, but since I was thrown straight into the game of following the guy I didn't have time to learn that earlier.
I really, really wish the companion would give some indication that I was following him successfully.
Also, you weren't kidding about rotation being sensitive. I had to turn my mouse setting all the way down, and I still had to move it a centimeter at most. You couldn't just adjust that setting?
Overall a pretty neat core of a game.
Grapes are the only fruit for me. Every other fruit is terrible by comparison.
Fantastic!
The camera loses sight of me when I'm near the left side of the track, but other than that it's mechanically perfect. Great job!
The writing here is great, I'll give you that.
But I went through this game several times trying to solve it before getting frustrated and reading the source code.
*SPOILERS*
It turns out there isn't any deduction involved! :( Just noticing a certain sentence. And as far as I can tell you can't choose the right weapon, period.
I dunno, I felt kind of gypped about that. You have these motives and these secret passages and everything, and not one bit of it matters to the case.
*END*
I liked this game quite a bit. The mechanics work together well and the puzzles require some actual thought. I also thought the art+music gave a very consistent feel to the game.
Executing those solutions was sometimes a bit much work though. The one puzzle where you have to drop a stack onto another dude below was kind of a crap-shoot for me, just keep restarting until you get it.
I also thought the death state for the blocks with the saw blades was kind of non-intuitive. Then again, having dead guys float in space was non-intuitive, but I used it to solve the last puzzle so I can't really complain.
I wish you'd done more with the companion block. Of his three puzzles, the first was the intro, the second he didn't actually do anything besides follow you, and the third was just a repeat of the level before. I think maybe the companion block just doesn't add much to the game concept.
Haha! I had a lot of fun with this game. Well, some of the time. On levels where I had to work my way through corridors and move a bunch of things aside, I was kind of bored because there's not much 'puzzle' involved. Whereas on levels where I could abuse the physics to launch myself up walls and spin around blocks, I had a great time.
It's a bit of a challenge to actually click the blocks you want to attach to, so maybe selecting the nearest thing when you accidentally click on air would be a good change.
The actually movement physics are pretty weird. Did you implement left-right movement by spinning the ball?
I'd also like tell you that using ASDW when you could have used the arrow keys is a pet peeve of mine, because my ASDW keys aren't in the same place as yours and I have to go in my settings to switch them over for every game that does this unnecessarily.
Anyway, good job!
A few glitches: "four poster" required a space to be pressed (I think, it was a white space and I failed the word). Also you misspelled cardigen & welingtons. Educational indeed :P
Otherwise a pretty solid game. I liked the alarm clock a lot, it would be cool if I could type 'tick' in the main menu and it would register it.
This game is pretty cool, I love the music and the graphics.
However it's also way too easy. I beat the first half of the game by just holding down fire and strafing back and forth randomly. Then, around 5.000.000 points, I got the 5-spread shooter, after which point I just held down fire and stood in the center lane until the game was over.
So I can move diagonally by right-clicking, or orthagonally with arrow keys, but there's no crossover between the two? Input seems very stuttery as well, you should try to either buffer inputs or else respond consistently to overlapping inputs (e.g. always move in the last direction pressed) to improve that.
I don't know how you designed the enemy scaling, but I found a prophet of Bharg in the second room that was ~3 times stronger than me.
I think there's a lot more you need to do with this game to make it a really good experience.
Once I noticed there were bars measuring damage and accuracy, it started to make sense. But then it stopped making sense because I couldn't figure out why one configuration was considered more symmetrical than another...
I mean, great game, I just don't seem to 'get' it.
The sound is my favorite part about this game. I love a good atmospheric soundscape. And the game is solid too. Nothing groundbreaking, but effective.
I felt that the movement of the chalk was a bit too slippery, which is frustrating when the main mechanic is dodging enemy fire, and then you accidentally slide into one.
I also happened to wind up in a situation where there were so many yellow shots that there was literally nowhere to dodge. I don't know if the enemies are random or what, but you could maybe do something to prevent no-win situations like that.
I wish the drop indicator was more accurate. The most progression I made (up some 5 ladders) came to an end when I tried to kill the dragon at the top and all the pianos fell short and hit me instead.
This is a fun game, with a weird concept. I really do not understand. You use your health as ammo, okay, but you also gain health when an enemy shoots at you, as long as they're in the light from your flashlight? Did I get that right?
I also found it frustrating that so many of my shots ended up colliding instantly with the ground. I eventually took to only shooting while jumping, but I'd rather have all the options.
Anyway, awesome game!
Seems like this game is very much in the "didn't have time to do everything I wanted" category. It comes of pretty well despite all that.
Wow, I love this game. Ludum Dare 32 Best in Class.
Can I just say, the hailstorm powerup is way overpowered, and it's awesome.
Haha you weren't kidding about the collision bugs.
I discovered halfway through that you can attack through walls, which became my goto strategy. Might want to fix that in the next version.
Anyway, loved the game, loved the tension, didn't really understand the story but whatevs. :)
Er. The solution to (3x + 1) / 7 = 3x - 7 is not x = 2. It's x = 2.777...
I'm very sorry, but I'm afraid I have to give you 1 star in every category because of the enormity of this error. Rules are rules.
I mean other than that the game is atmospheric as heck and has a neat story and good mechanics. Anyway better luck next time! :)
Hey ViliX64, just to clarify, that was meant as a joke! I'm pretty sure I gave your game 3 or 4 stars overall.
Am I crazy, or are the levels in this game actually designed around your screwy controls? There was one jump across lava that I definitely wouldn't have made without a mysterious double jump.
I think you could have done with more darkness. The first few levels I forgot I had a light power because I could see everything fine. More actual darkness + more light sources would have been a better solution I think.
This is a great assembly line type game, but I don't know why you decided to make it in 3d. A simpler interface would have improved the experience for me, as I had a lot of trouble clicking on the right things and moving them around.
This seems like it's a really cool game. I mean it took me a while to figure out how to do anything really (turns out it's because I started with 0 mana, go figure). And I still don't know how anything works or interacts. Like, can I influence the climate? Is my job just to move tribes around? I quite enjoy turning on Auto-End-Turn and watching the world fall apart, though, that past is excellent.
I should point out that the intro screen is a little broken, some of the lines get cut off. I'd also like to be able to bring it back up during play.
I dunno, this game seems like it would be really cool if I knew what was happening.
Pretty nice game. I like the concept and style you've brought to it.
One thing: I think the cereal bowl refills are too slow. In the time it takes for a 10 cereal refill to appear, 10 more mouths have already appeared. I guess that's the source of the challenge in a way, but the same could be achieved by other means. I just didn't like dodging around for 15 seconds because I'm on empty.
And woah, I didn't even realize the music went up in key until I sat here typing with a gameover screen. You made some seriously extensive tracks for such a short game. Hands up who else knew the intro screen music went crazy after 15 seconds? Nobody?
Okay what the heck were you thinking with this menu? You use arrows to highlight an option, but the mouse click to select it - why not select the one you clicked on? or use a key to select instead? It makes no sense.
Great game by the way.
Also, who are you kidding with 'infinite lives'? If you die even once on the hard level you're screwed, it takes way too long to get back to where you were.
This is a pretty fun game.
But I don't understand your level design. The first 4 levels are all basically the same, I mean level 3 was completely trivial. And then suddenly the garden level shows up which is so big and finicky I couldn't bring myself to finish it. Maybe try and put your levels on a curve instead, and have something interesting in each level.
Lol to the guy saying to use WASD, I've been telling every WASD the opposite, to switch to arrow keys for exactly the reasons the dev gives.
Anyway, I loved this game. It's not got a lot of content, sure, but the little it does it does well, and with style. There's more of a story than most games I've seen, there's a consistent theme, the mechanics are smooth and enjoyable.
Admittedly, I've already spent more time writing this than it took to play the game. But still.
This was pretty much fantastic. However, I really didn't like that the word in progress went blue. That's probably the least visible color you could have chosen!
Brilliant game. Simple and well executed, and doesn't give you enough time to be sad about how little there is to do. This game is a metaphor for itself.
Given exactly what the game is going for, I don't know what I would do to improve it.
This is a solid game. I especially like the music and sound effects, they work well together.
My issues are with a few mechanics. The fact that your means of movement also makes people angry seems at first like an interesting challenge, but for me it just resulted in a lot of waiting for calm people to walk far enough away from me that I could take off. I also really want some indication of where the remaining grumpy people are, since they can end up being pretty far away and I'm forced by necessity to fly up high where I can't really see. Thirdly, it annoys me to no end that the mood of the character sprites doesn't sync up with the grumpy/non-grumpy counter in the bottom right - that is, someone will find enlightenment or get grumpy according to the counter, but won't show it on screen for at least a second - this made it hard to tell exactly how meditation/farting on people works.
Hey! Nice game you got here. The concept is solid and well executed, and I appreciate the effort put into having different enemy types. I also think the regenerating shield was a good choice here.
One thing I'd like improved is notifications that I'm getting hit. There's a sound, but it usually doesn't play, and bullets that hit me disappear in front of me very much like bullets that reached their range limit. <-- I'm going to leave this sentence here even though I've since realized that bullets have no range limit, because I think that demonstrates exactly the problem I'm talking about.
It's also a shame that bullets go through walls, I'm guessing that was on the todo list but you ran out of time?
I found that even without using my gun I can survive indefinitely just by running away. You might consider some other enemy types, or perhaps other game modes, to add a bit more challenge.
I wish you would have said on your download link that it was Windows only.
Not bad. The platforming is pretty smooth. I felt a little out of control sometimes with left-right movement, slightly sharper turning might be in order.
I don't really know why the trail had to kill yellow guys. I played a second time and had no problem beating the game by just avoiding them.
Honestly, I would have prioritized making bigger and more interesting levels. I can accept a 1 minute game for a web game, but not for something I have to download and run myself.
Also, you should name the download files something more descriptive, I don't want a bunch of Windows.zip files sitting around, especially when I have tons of other Ludum Dare files in the same folder.
Haha! I really liked this game, for all its simplicity. Or maybe I just like Shakespearean insults.
I often wanted to switch the words around once I put them in, and it would be really helpful if I could pick them up from my speech bubble and switch them in that way.
That's about the only critique I can think of.
The most infectious pestilence upon thee! :)
Was the art style supposed to descend into chaos for the boss fights? I thought at first the game had broken, but then it revealed I had defeated the boss so all was well.
It's misleading to give Mac and Linux links with a Windows executable inside.
So I managed to jump off the parapet before the game expected me to, landed on the roof of the palace and made it out onto the balcony where I killed the invisible queen. Was hoping to get a secret seventh ending but NOPE.
The art is the best thing about this game, it looks amazing. I also think the character generation is a great concept, and well executed.
I'd definitely like to see more progression. Right now it's just repeatedly fighting some random guy.
Of course I'd also like to see more interesting fighting, but that's sort of to be expected for a 48 hour game. However, I think you could have gotten rid of things like jumping and crouching and instead focused on a more interesting mechanic, blocking for instance. I guess you can jump over low attacks(?), but there's no good way to pull it off since there's no warning that an attack will happen.
I suspect a lot of the dev time for this game went into the art - time well spent, to be sure. But the gameplay just isn't that fun yet.
Possibly the best use of the theme I've seen yet.
What I like about this is how smoothly everything responds. I love the feeling of dropping six, seven pianos all at once. When fighting with shadows I feel just the right amount of chaos and control. The game has great atmosphere and is a joy to play.
Some thoughts:
I'm not entirely on board with the pianos spawning with your momentum. The first time that happened, and really every subsequent time as well, it didn't feel like that was what -should- have happened. Like, when I summon a piano, I expect it to drop straight down, you know?
I also felt like the platforming was just a little slippery. With all the small platforms I need to land on, I found myself missing or slipping off more than I think I deserved.
Anyway, great game!
This game's pretty neat.
I'm not entirely sure there's enough information to figure it all out, but I managed to guess right on the third step. Although now that I look, your third screenshot has the solution in it...
This game is pretty great.
One thought - when you throw a fruit and you're close enough that it hits instantly, there's no indication that it got thrown at all. Some more feedback there would be nice.
I enjoyed this game.
One problem I had was the popup when I found a new weapon. I stopped to read it but the gameplay didn't pause so I died every time.
Okay, I'm really angry at this game.
Apparently you have to hold a button down to activate the boots! I didn't know this, because the boots guy was cut off before he could finish his lengthy spiel, and when I went back later all he said was "how are you enjoying the boots". Are you kidding me with this? I spent 10 minutes wandering around trying other pointless stuff because you hid the instructions.
I love the concept and the story, but mechanically this game is just frustrating.
This game is one of my favorites so far. It takes a simple idea, implements it with good mechanics and simple controls, and then applies it to every situation that makes sense. The tension is really something, it keeps you on your toes the whole game. I also really liked the art and sound effects.
The fact that it was pretty hard is what makes it click for me. If this were any easier I'd find it boring, but instead it's exciting. Very well done.
This game is hilarious. I really liked it once I figured it out.
You could have explained how to land though, I tried for ages to set down on the runway.
I also find it annoying that my planes can crash into the top and sides of the screen, given that that is the SKY they just crashed into. :P
Wait, you can shoot in this game? I beat it just by backthwacking everybody, and thought it was really very easy.
Hi, I'm on Linux and there doesn't seem to be a way to change the resolution. Or anything in the game world I can interact with besides the shop.
I'd like to see more of this game. The interaction with the attractor and repulsor was fascinating, and I can see the idea being applied to more situations and items.
I did get crushed a few times by glitchy physics, but I guess that's the price you pay for a great game like this.
I don't have much to say, other than it bugged me that your wheel legs flip around when you change direction. It seems incongruous with the world you were trying to build.
Definitely an interesting concept, and quite fun to play. Your artistic sensibilities are a bit weird, but I'm willing to look past that.
Some notes:
Bug report: So what happened to me is that I died to a red line over lava, was respawned at the yellow save point, but the puzzle didn't reset - I was stuck behind the red line and could not progress.
The fact that you can bring your previously color-shifted balls with you kind of breaks a lot of the puzzles. I don't need to maneuver a ball to the green-erator if I already have a green ball, after all.
Also, as a pet peeve of mine: if your only keys are for the four directions, please please please use the arrow keys for that! My ASDW keys are not in the same place as yours, and it's a real hassle to change keyboard layouts just to play your game.
Anyway good job!
This game is pretty great. I like that you get points for blocking attacks as well as surviving, it makes it worth the effort.
I wish my sheep would get a second chance to protect himself - the game right now seems to extremely favor the shepherd. I don't think I've ever seen a sheep survive a non-afk shepherd.
Pretty simple game, decently executed.
I really wasn't clear on what the hitboxes were, sometimes a ghost would die with the pillow still a person-length away, other times the ghost would simply phase through the pillow I'd thrown.
You seem to have some code issues as well, Java was throwing some exceptions, and the frame rate or refresh rate was slow, or at least appeared that way when ghosts moved quickly.
This could use some tuning, but the core game is solid. Good work!
Things were going well until I 'lost control of the Magiball' on level 4, that was unexpected.
This game is definitely fun, but it's got some peculiarities. For instance, isn't the poison ball just strictly way better than the fire ball? What's more, with the poison ball I would just suddenly win the level without seeing the enemies die, I don't know if that's a glitch or what.
Anyway, congrats on a great game. :)
Listen, the biggest problem for me is that the farting doesn't feel connected to the scoring. I realized eventually that things get scored immediately in the first 1/2 of the lane when you start the fart, and that the cloud in fact has no effect - that's problem part one. The second part is that the effect when the heads reach the back line is the same when you destroy them. The mechanics just aren't expressed well by the visuals.
I have no idea how to get my 20th lover. I think once you hit 15 simultaneous lovers, you start taking a long hard look at yourself, and as a result lose all confidence. At least I assume that's the reason.
Hey all! Thanks for playing my game! This was really a spur-of-the-moment thing for me, so I'm glad a lot of you enjoyed it.
About the randomness, the ants' movement is a bit less random than it might seem. I won't say any more than that, though of course the source code is right there :)
To CireNeikual, I thought about putting in a way to speed up time, but decided that wasn't the feel I was going for. Later levels have a lot more going on as well.
And sorry for the confusion ViliX64, my sense of humor doesn't always come out right. I really did like your game!
You need to work on your randomization. Too often my opponent would respond to me with the same insult I just used. And what's worse is that many insults I'd learned just never seemed to show up. I mean after some 50 rounds against the boss I never had the option to try out the "holes in my boat" insult among quite a few others, and so was always defenseless when the boss threw them back at me again and again. I suspect you just used random numbers to decide, which simply are not good enough.
I'm so happy with this game. I was able to use my ball of collected humanity as a launchpad and reach absurd heights, which I'm guessing is exactly what you intended.
I tried to run on Linux, but can't get past the title screen. Esc exits, music plays, but I can't do anything else.
Thanks for the response! Gamepad controls worked for me, still no luck with the keyboard for some reason :/
Anyway thought I'd return to say your game is awesome. The final boss especially was a classic boss fight, very fun once I got in the groove.
I have to agree that the wrecking ball is probably a bit much, I never actually used it myself and I thought the game was plenty engaging as is.
Dunno who these people are who thought it was hard. You could have a 10-letter word lined up on the typewriter all the time, and just fire whenever someone attacks.
Then again, the final boss I found completely nonsensically impossible to beat. Dude dodges every single attack, what's up with that?
The upgrade schedule is kinda wonky. I get fully upgraded half-way through level 1 and it's major overkill, and continues to be overkill up through the final boss. But if I die once in level 3 I'm screwed, I can't even kill one dark cloud with the unupgraded weapon.
This game is a very neat idea, but I found that when the chips were on the table all my effort was spent avoiding enemies, and I just spammed the 1-4 keys as fast as I could.
I don't like that the equation is centered on your position, because that's not at all what I expected to happen after seeing the trajectories in the first part. I built my equations to have good screen coverage, but what I really should have done is y=0, y=1, y=2, y=-1, y=-2, then my shots would at least all be on the screen.
See I saw the last picture and thought the dog was starving, and you were a neglectful monster, the animal testing kind of came out of nowhere.
That is, I found that last, scrawny picture to be pretty affecting, but then the actual climax sort of missed the mark. That's just my experience.
Hey, playing on Linux here, and the controls get stuck. I press W once and I'm walking forward indefinitely (S has no effect), same with A/D and Shift.
Really cool game wish I could play it the way it's meant to be played...
I'm a little confused. The first puzzle I tried, nobody even mentioned a monster. Like, the logic puzzles are good, but not really tied to the story - it was more a 'figure out who's lying' puzzle.
Anyway, really cool idea, I enjoyed it.
I never really figured out how to use the different powers, the one that turns you red in particular - I mean, she still thinks you're cute if you're spotted while monstrous.
Neat game though. You might say I... 'love'd it?
Amazing graphics, superb writing. Tip of the hat to you.
Nice game, quite satisfying to gnaw those guys' heads off.
I had a bit of trouble with guys being off the edge of the screen, later levels especially had a lot of waiting for enemies to reappear.
I'm confused, how do I get sex by clicking a buzzfeed link? Surely it's the opposite?
I wish I knew what 'lies frequently' meant exactly. As far as I can tell the drunks' info is useless, so I ended up dying on a round where the priest and villager told me nothing except that they were both safe, and the three drunks told me nothing at all.
I finally got the key to the town hall, but for some reason the game hasn't registered this and town hall remains locked. :/
Anyway cool game. The school confused me - the first time I tried to enter it said I needed something to deal with the scream, but when I came back later without any new stuff it let me in.
Dangit, I accidentally pressed the sword button instead of the talk button, killed a guy, and got shot to death. Not the best way to go XD
If I had one complaint it's that it's hard to tell where you can move as the monster. e.g. I got stuck trying to eat the guy on the bridge and had to wait for day.
Brilliant! I had some real fun playing this game. It's a little unwieldy trying to dodge and type, and I invariably get hit when I'm moving a speech bubble, but you've balanced well for that. Great game.
Hey, great game! I love that there's an real strategic element.
This may be the first jam game I go back and play a second time, just to see what a different set of abilities will do.
For real? You make a game in Java but it only works in Windows? XD
Some thoughts: The white humans move as fast as I do, so chasing them down is just a hassle, never mind finding them. I'm also not sure why you don't just attack automatically, since the hitbox seems to stay out for the whole duration of the attack anyway. Also I wish the drag move could be combined with the asdw move, but it seems that the keyboard overrides the drag.
On a totally different note, the character design doesn't remind me of Cthulhu at all :P
Fun game overall though.
Am I missing something? All I can do is walk around - I checked the input menu on startup and it doesn't help. What am I supposed to be doing here?
Or is that the point? O.o
Yeah that is missing from mine. I'm running through wine though so strangeness is to be expected.
It's an interesting game now that I can play it. Cheers!
So this is what I've discovered after reading the comments:
- You can crouch (this is not mentioned in the game's controls section, and is so brokenly powerful against the boss that it's silly)
- The tanks take multiple hits(?) (the whole game I though the hitbox on my laser was really small/random and would only sometimes connect)
This stuff could really be conveyed better. The game seems much stronger now that I realise how it should be played.
Tenebris Morte, or, the Clumsiest Monster of All Time.
I picked a vampire, but still always ended up ripping the kids' heads and arms off, was that choice actually meaningful I wonder?
What kind of monster gives a mage spells that are weaker than his physical attack?? Oh, right.
Eh, I had fun with it. The kick animation/sound is satisfying, and I made one guy cry.
Dunno about this melee combat. Seems like the knights have more range than I do?
I love the feel of the game though. I just wish things died faster (buildings especially).
Haha excellent game!
Good thing you're in the Jam, otherwise we'd be competing for best mimic-based game. This way it should be a clean sweep :P
What's your setup like? I've tested on most browsers and never gotten a result like that. Maybe it's a plugin interaction?
Hey guys, I'm not 100% sure I fixed the respawn problem but I've added some safeguards that will hopefully prevent it (also the mashing buttons issue). I think I'm still in time?
Hints have also been updated to give better instructions.
Thanks for playing my game!
Hey all.
I'm still not entirely sure what's causing the movement bug, but I've added an integrity check every second or so that should unstick you when you get stuck. Hopefully :D
Thanks for your comments everyone!
I've put up a post-ld version with smoother controls and some more voices. I think it's an improvement.
Also I may have finally fixed that respawn bug XD
So the game crashed on the second day when I tried to talk to a gun dude. I'd also mention that I was able to sit on a single villager corpse and eat it repeatedly all night. So a few bugs to iron out I think.
On the plus side the music is nice and atmospheric, and the game overall seems to be pretty fun, although there is a lot of waiting around involved.
Took me a few seconds to figure out the controls, a bit weird don't you think?
Also this is just me, but the menu buttons are blank for me, probably you used a font that I don't have so consider including that in the download.
You've got the basics of a game at least. Good job putting something out on your first try.
Did you have to set the terror requirements so high? It took me ~5 minutes to unlock the laser, at which point the game starts to get interesting.
I'd make the starting engine stronger as well, its acceleration is barely noticeable. And why not loop space? At one point I found myself at -15000, -9000 and it took me ages to figure out how to find the game again.
Fun game overall though. I eventually died to an ArrayIndexOutOfBoundsException but still.
Haha this game is great! Great music, great feel, very satisfying. The fire/monster was a bit random at times, and the fire could take a while to go out - but that's the only criticism I can think of. Cheers!
Cool weapons, cool gameplay. I felt like the steam bottom part was pretty useless since it was just a weak version of the steam top part but whatever.
'Fireball' is a bit misleading when it uses grenade-like mechanics - took me like 5 rounds to figure out why I wasn't hitting anyone.
Wait a second, Mouse 2 to throw axe? Damn it I played through the whole game with only melee XD
Does the dude just move randomly? Sometimes he would stand around, but one time he unloaded like 10 shots in succession :/
Fun little game, I enjoyed my time here.
Delightful game. I'm with you on the theme, but I'm holding out hope that there are some unique interpretations out there.
Okay level 2 was way easier than level 1.
What are those sounds they're making? These people sound more like insectoid aliens in people costumes, so I'm glad I murdered them.