TorNado by Igor KinGamer 2021-04-29T01:26:11Z
the game didnt run for me on itch :< maybe include a downloadable build?
Foon → Ludum Dare Explorer → Users → miej
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Where's my dynoMITE? [LD48] | jam | 1229 | 3.33 | 3.60 | 3.49 | 3.53 | 2.53 | 3.68 | 4.15 | 3.00 |
the game didnt run for me on itch :< maybe include a downloadable build?
@igor-kingamer latest chrome. i'll try the downloadable
I think there is a bug with the switches? had a bit of difficulty getting them to respond correctly to mouse click. clever twist on the turmoil vibe though!
really nice art style. would have been nice if the movements were a little quicker, felt a little slow at times, especially after completing a level. cool submission!
congrats on the impressive submission! much meme
the game started pretty abruptly and i guess maybe the minotaur didnt load in immediately? so i ended up dying without really knowing what was going on. second attempt, i survived long enough to see the minotaur start doing backflips. tried the good old right-hand rule for mazes, but i guess there wasn't a way out? also minor nitpick, but the audio was peaking a lot, which led to distortion.
that said, really cool environment, concept, and game! i actually quite liked the gameplay and it definitely captured the feeling of frantically trying to not die to a minotaur! nice work!
i really enjoyed the audio in this one. especially in the first level, the various sfx meshed so well with the bgm that i found myself wishing there was a ddr-like rhythm element to this game for hitting the target items. ended up trying to get them on the beat anyways in order to interact with the music. as is, makes for a nice little game!
really nice graphics! didnt realize that the + / - were for powering up the shots. I think one thing that would help a lot would be to offset the camera position a little to the side, so that the player doesnt just see a straight line upwards indicating the trajectory of the ball, but instead a more 3d-representative direction. nice entry!
really nice commander keen vibe!
really impressive submission! the wallrun mechanics were nicely implemented, though i was a little disappointed that apparently you still die automatically after descending a bit, even if you were wall-running the entire way. was hoping i had figured out a handy speedrun skip. nice entry though! holy shit frank you can teleport?
nice submission! clear and clean mechanics and gameplay. might have been cool to allow the mouse click super jump to be initiated while in the air also, rather than just when grounded - i found myself trying to course-correct from bad jumps. also who is LoganEzhno? :)
vertically inverted mouse control was a bit weird, but i see that's configurable in the settings file. after a few minutes of dragging the guy into the woods, i figured it was just an infinite procedurally generated path, so i stopped. not sure if there was or wasnt an actual destination, but if so might have been good to communicate that somehow. also i think some audio would greatly help the mood. cool take on the deeper and deeper theme though!
@vknauss - ooooooh that might explain that. as i was following the trail, i noticed that the path snaked through the woods, so i decided to just cut straight through and aim towards whatever was the farthest point i could see. so i guess maybe I missed a trigger if it was specifically on the path?
also might have made me think that the actual destination was going to be much further out, since the trail just seemed to keep going
the controls didnt work for me :<
This game was absolutely fantastic. amazing work you guys, I would pay for this game as-is. even more so if it was expanded. mad props
reminded me a bit of the old-school 90s era puzzle games. was pretty tricky to get the timing right of dropping stones on some of the enemies, but not too bad.
that was so good. i loved it. even managed to get into the story of it a bit. also loved the inclusion of the cavitation bubbles at point of impact, tiny details like that are always great. congrats you guys!
pretty unique idea here. though it was a bit limited in player agency. scraping away the image was pretty slow, but i could see it working for a very relaxed sort of game experience.
THIS MUST BE THE WORK OF THE SHIT FAIRY. definitely going to use that at my next opportunity in a work meeting. this was hilarious. nice writing and voice acting! wouldnt have minded a little more interactivity :)
nice simple mechanics. harpoon was a nice addition to the diving concept
impressive terrain procedural generation in one day! definitely had a bit of a minecraft vibe going on.
had a hard time reading the title screen due to pixelation. the game was reasonable enough, though could have done with a little more purpose for the player to work towards
at about the third gramophone i was pretty sure i had a good idea of the direction that the game was heading, and i couldnt bring myself to keep playing. so...it was well-written i guess
the process of attacking was slow enough compared to the character/enemy movement that i found it a lot more effective to just ignore the ability to attack and focus on just finding the exit, which made it more of a maze game with some obstacles than an action-oriented game. that said, solid submission, and nice work on the procedural generation!
some qol things that would have helped a lot would be auto-scrolling to end, up arrow to access command history, and some terminal settings to differentiate between directories / files. interesting concept though! gotta admit, the first thing i tried to do was `sudo rm -rf / --no-preserve-root`, even though it felt super scary to type that :)
hitting h in the webgl build produced the following error: Invoking error handler due to abort(223) at Error at jsStackTrace (https://ld48.herokuapp.com/Build/between_the_lines.framework.js:2:16061) at stackTrace (https://ld48.herokuapp.com/Build/between_the_lines.framework.js:2:16232) at abort (https://ld48.herokuapp.com/Build/between_the_lines.framework.js:2:748) at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[57464]:0x10ba3f6 at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[40913]:0xd3ff10 at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[56538]:0x1084e3a at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[56548]:0x1085608 at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[24974]:0xa4598f at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[54827]:0x103b67c at dynCall_iiii (https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[57195]:0x10b9532) at Object.dynCall_iiii (https://ld48.herokuapp.com/Build/between_the_lines.framework.js:2:470717) at invoke_iiii (https://ld48.herokuapp.com/Build/between_the_lines.framework.js:2:331203) at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[54825]:0x103b3bd at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[54257]:0x10226ac at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[4172]:0x1aafcf at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[4170]:0x1aac9f at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[10232]:0x3d6d27 at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[10209]:0x3d57c7 at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[12488]:0x50d2fb at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[12487]:0x50d014 at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[10660]:0x406034 at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[10331]:0x3e070c at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[10331]:0x3e0721 at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[10326]:0x3e0237 at https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[10319]:0x3de23f at dynCall_v (https://ld48.herokuapp.com/Build/between_the_lines.wasm:wasm-function[57214]:0x10b983f) at Object.dynCall_v (https://ld48.herokuapp.com/Build/between_the_lines.framework.js:2:481717) at browserIterationFunc (https://ld48.herokuapp.com/Build/between_the_lines.framework.js:2:169224) at Object.runIter (https://ld48.herokuapp.com/Build/between_the_lines.framework.js:2:172285) at Browser_mainLoop_runner (https://ld48.herokuapp.com/Build/between_the_lines.framework.js:2:170747) between_the_lines.loader.js:1 Not implemented: Class::FromIl2CppType
also wasnt really sure how to leave the house at the beginning, interacting with the map didnt seem to do anything
really neat idea. my main critique is just that it seems really rng-heavy, which detracts from player agency. eg: its not particularly uncommon to just have a section that's un-passable due to lack of water or obstacles that entirely block the path. and then for areas where the player can progress, there's not really much meaningful decision-making and/or skill involved. that said, really nice implementation, and i could definitely see this concept getting expanded and refined!
really impressive to do a full 3d space flight fighter sim in a single weekend! blaster sfx could have used a little smoothing out given how frequently i ended up firing. might have also been nice to have a little more visual contrast associated with the enemies to help them stand out more amongst the game environment
neat little game. noticed that its possible to just stick to the side of the wall and just slowly gain despair.
I didn't really grok what I was supposed to be doing in this game, even with the description above. just....holding the corruption at bay I guess? that said, the overall mechanics and design of the game were pretty on point. nicely done!
hahah i approve of this art style. nice, simple and clean implemention of a twin-stick shooter
really cool submission! would love to see it expanded upon. I created some terrible monstrosity of the deep. though it did at times feel a bit rng-heavy, and i managed to pass some levels just by trying again without making any changes
neat exploration, reminds me a little of subnautica in a good way
really cool, nicely designed entry! made for a fun and arcadey experience! could definitely see it expanded in scope!
really neat game! webgl version was a bit laggy tho, would be great if there was a downloadable build!
wasnt sure if there was a point to picking up the gems, so i just went down. managed to glitch into a rock by going downwards and died. that said, nice straightforward submission!
interesting idea. movement could use a little tweaking, felt pretty slow/non-responsive. overall nice implementation though!
I successfully killed all of the croissants. simple, executed game
nice riff on the inception theme!
nice style. also had difficulty with the boulder
nice work! i guess you are a fan of the vn genre!
neat game, took me a little while to figure out how to get out of the note-read interaction though. hit many keyboard buttons before finding out the 'e' did the trick. overall impresive work though!
pretty challenging controls. also took a while to figure out what i was supposed to be doing. grid movement added what seemed like unnecessary limitation to the game. got into the swing of it once i figured out how it worked though. nice submission!
neat sort of puzzle game
really nice style and use of theme in this game! the puzzles were pretty simple and so the walking felt a bit slow/tedious at times, but overall this was a very nice submission!
interesting design, could certainly be expanded into a more developed game
fun little getting into trouble point and click. nice work!
bgm and the sfx meshed well together, found myself paddle-slapping along with the beat. neat twist on the classic pinball game. nice work!
you pulled this off in one day? jeez, nice work! clever idea too, though it would have been extra cool if the player was able to know what the other levels looked like. first time i tried to change level i fell through space time lol
start cutscene was great. the core gameplay loop felt a little lacking though, and at times it felt a bit like my actions were inconsequential enough that i tried just doing nothing and seeing what would happen. definitely some interesting potential with the mechanics though!
wouldnt load for me. possible to upload a windows build?
neat little game. would be interesting to see the mechanics expanded upon
looks like it has potential, though i fell off the bottom of the screen pretty quickly
+1 wrt mouse sensitivity issues. that said, I still managed to make some progress. fun little game, and the random effects reminded me of old-school cheats like 'big head mode'. nice work!
found that i wasnt able to pick up various items like wood for some reason. also didnt really find much beyond trees/ a few spikey balls. otherwise, pretty nice game implementation, with a neat twist on the terraria vibe!
@copito - oooh gotcha, makes sense. does the pet just automatically pick them up if you wait nearby?
impressive work for one weekend!
holy fucking shit man. i dont know what to say, this was amazing. first game i've given perfect scores to across the board. i want this in my steam library.
cool concept! decent challenge to it
neat and funny idea! definitely gets a bit tricky to keep track of the different levels once you start getting deeper.
also had a similar issue with text clipping off-screen. overall really nice mood in this submission, though it would have been interesting to have it be a bit more of an interactive experience.
interesting concept, though it wasnt really clear what the effects of the different potions was. would also be cool if it included some sort of visual representation of how the potions affected the slime. eg: focusing on attack gives the slime progressively bigger spikes. for defense, maybe a shell or something. but overall neat idea, and congrats on the game entry!
nice, simple sub mission submission :) was pretty easy, but nice work
really nice music! would have been cool if the bgm also slowed down when holding down lmb to reinforce the mechanic. also nice little story, could definitely see this concept expanded!
nice execution on the game concept!
sort of lost track of what i was supposed to be doing in the game, but it was fun to run around the area and explore it!
pretty impressive to make a 3d action adventure game during ld! could have certainly used some refining, but overall impressive given the constraints!
felt a bit grindy. tried getting a few upgrades before deciding to just dig straight down to try to find better resources. ended up with the majority of my time spent just falling only to dig a couple blocks. presentation / mechanics were well-done though, and with some balance changes, this could be a reasonable game
interesting idea, though I found the methodical nature of minesweeper conflicted a bit with the ground constantly falling out from under my feet. maybe if it was a little slower? interesting idea, though i quickly just settled into a strategy of "just avoid all numbers as much as possible and get to the target asap"
took me a while to figure out that you had to click on the item you wanted to use first, and then on the interaction target. would have helped if there was some visual indication that you had a particular item equipped. also there was a lot of back-tracking involved with getting items which got a little tedious. atmosphere was pretty nice though! game got frozen when i tried bumping into the monster, which led to the game paused screen. trying to leave the menu resulted in not being able to interact with the game, and it just being stuck on an image of the monster's butt lol. also the grass texture was a little weird and seemed to be constantly changing/flickering with each movement, which was a bit disorienting.
Overall though, pretty interesting concept, and generally nicely implemented!
found myself having to do some peculiar acrobatics in order to dig at one block above my current level. two blocks above was notably easier for some reason. nice implementation on the 'dig for resources' theme!
would be interesting to see the direction this game goes with a little more work. sorry to hear about your guys' troubles with losing work, that always sucks :< but congrats on still pulling off something playable!
clever way to hit on the theme in more than one way! man that guy needs to get his lungs checked out
really impressive game for such a short jam! well-executed core gameplay loop. would love to see this developed into a bigger project. one thing that wasnt super clear was figuring out exactly how the various pylons were intended to work. or was there any reason to not just only use the green ones besides that they were trivially more expensive?
nice visual style, though that audio was a bit....painful, especially at the trailers. caution to headphone users :P
really neat sort of game! one thing is that it took me a good long while to figure out how to actually craft/build things. wasnt super clear that i needed to manually assign the little dudes to do particular tasks by clicking on them individually. but overall an interesting idea, and nicely implemented!
took a little getting used to to figure out what my hitbox was. might have helped to have a visual indicator like a circle crosshair to indicatethe player's size? also i think theres some bug that causes the visuals to jitter when mousing downward when one is already pointed straight down? overall nice implementation though!
shorter dash or even the ability to cancel the dash would have been great. found myself at times dashing straight into obstacles that were offscreen (or close) when i started the dash. otherwise, this was a really nicely implemented game! oh and i think there was some bug with the main character sprite? i was getting some horizontal lines above and below the sprite
nice! mouse was pretty sensitive, but this was an interesting concept for the game jam!
wow. brilliant concept, and great execution. well done!
really nicely executed little game! one thing is that i found myself at a bit of a loss sometimes when i would die with >20 stamina by digging through a single dirt block. thought that is only supposed to cost 6? beyond that, the game felt pretty rng-heavy, with some runs having me die within the first few blocks. made it difficulkt to develop a sense of mastery over the game mechanics. overall though awesome job!
cool game! runs a little slow in my browser, but neat concept!
Is there no key in level two? pretty sure i checked everywhere. Nice entry though! pulled off the basic concept and gameplay mechanics well!
clear, simple submission. some of the fish slider things got pretty quick after a while, but not bad.
webgl build didnt work for me and crashed when i hit start :<
didnt realize what was up with the footprints until i decided to turn around after diving straight in and seeing how deep i could get. i happen to daylight as an ai practitioner, so it was cool to see some neural net art here. i think a really interesting direction you could take this would be to have the player's path deeper into the art gallery actually be a real navigation of the manifold of the latent coding the VAE, or something similar. could be fascinating to be able to explore the high-dimensional space of neural net internal representations in a game environment
took me a non-trivial amount of time to realize that the only thing i could mine in the starting room was the one block that was slightly lighter in hue than the others. also something a little odd about the movement mechanics that makes it feel like the character is ice skating. really nice art style though, pretty nicely implemented concept!
start menu buttons were completely non-responsive in the pc version, preventing the game from being started. webgl build was unusably slow. @ me if you end up uploading a new build and i'll take another look
@caladrius - yeah...not sure exactly what's going on. but here's a short recording of the non-functionality. the yellow circles are mouse clicks: https://imgur.com/a/2tJyCyz
neat, has a bit of a necrodancer vibe to it
movement was a little tougher than i expected. really nice aesthetic though!
neat little game! the car handled nicely, though i was a little surprised when i exploded from lack of fuel. congrats!
cute little game. might have benefitted from inclusion of static obstacles to navigate around or similar
the diving felt pretty clunky and slow. nice characterization and style going on though!
nice, simple maze game. congrats on the release! would be cool to see some twist in the design
I am totally going to use the line "I hear chaos and destruction nearby" at the next available opportunity in a work meeting :D
yeah, definitely a bit hard to figure out what was going on. also i think i wasnt able to move left/right at the starting area without having gone downwards a bit, so i thought the l/r controls just werent working at first. didnt really understand what the various objects/improvements in the game were, or how they affected the sub. looks ambitious though! would be interested to see what it would turn into with a bit more development time
really nice submission! mechanics had a great feel to them, took a bit of skill to figure out how to navigate efficiently, environment was great. if I had to nitpick something, I'd say that at times it seems like it would have been nice to have been able to see more of the surroundings in order to better plan out my trajectory, since on occasion i ended up blasting off directly into some tentacles that were just offscreen when i started my grappling hook. but overall awesome work!
wow, well this was great! very impressive to have accomplished in such a short time! I think the player character didnt have any boundary collisions though? found myself able to move him as far off the side of the screen as I wanted to, seemingly
nice!
nice simple game. would have helped a little to have a bit more visual contrast between the ground and the walls, i found myself running into walls not infrequently. but overall nice entry!
neat little game! was definitely tricky to try to control both characters :)
this was delightful. loved the visual style, and the intro narration was hilarious. 10/10 would definitely continue the adventures of robot bob and his band of unfortunate space travelers
yeah the audio in this was pretty jarring. also didnt really understand what i was trying to do or why throughout the game, and i wasnt really sure if i won or lost in the end. took me to the second playthrough to realize that may have been the entire point. with a little more initial build-up and cleaner audio, this could be a really great existential crisis simulator :)
start menu was pretty hard to read due to the color choice. also the hitbox for the circle dude seemed a bit off, and allowed for collision with the wall. but nice, simple entry!
Interesting concept, though the bgm audio got reaaally peaky. nice work overall!
definitely a very unique sort of game/premise. overall, nicely executed!
my french isnt so good, so I havent rated on a few items, but the audio and style was pretty nice. managed to explore a bit, though wasnt totally sure of the details of what i was doing. nice work though!
took me longer than i care to admit to figure out what spots were available to place towers. would have helped to indicate the spots / instruct a little more clearly. only figured out it was the slightly dark spots after randomly clicking around the screen for a while trying to find a spot that worked. would also have been nice to better understand the effects/stats of each tower in order to increase the sense of player agency/mastery possible. nice riff on the tower defense genre tho!
found it a little hard to get into, but its always nice to see new entries in the room escape genre. nice work for one weekend!
the textures seemed to be glitching throughout the gameplay. otherwise, nice straightforward submission!
mouse wheel up keybind didnt work for me for some reason
really nice character design and animation. one critique is that i didnt actually end up using any of the upgrades/collectibles? didnt really find myself in a situation where it was needed. also might just be my setup but i found there to be a not-quite-trivial amount of input lag on the character controls?
@tengusheath @dob & others - thanks for the feedback! we've gone ahead and tweaked a variable to make the camera less zoomy, hopefully it helps :)
@adam-selker - ask and ye shall receive! just added the linux build, let me know if it works ok for you, havent tested this on linux before :)
@UnagiV - if you want some extra inspiration, you should check out the Miyazaki film "The Wind Rises". In it, many sound effects are performed by human voice. I remember when I watched it, that gave the distinct feeling that the story of the film was being told as a campfire tale, narrated by a remarkable story-teller, rather than just being a typical film with highly-processed and specialized sound effects.
eg refs: https://www.youtube.com/watch?v=vh57zcmI3WQ https://www.youtube.com/watch?v=jPMI19_FI6I
really impressive game for such a short time period! man those people must be loaded with how huge their house is :D nice work!
mango is the best fruit. interesting game concept, but it felt really hard to intentionally have any effect on the outcome of the game. targets were too far away to be seen, and in order to avoid the red thoughts required maintaining such a high velocity that it became almost purely chance if i hit a blue thought. overall though, nice submission!
music felt a bit jarring, but this was a cool entry! reminded me a bit of the old school 2d adventure games like jill of the jungle
took a little while to figure out exactly how the controls worked, but eventually got the hang of it. found the fish in general a little difficult to intentionally avoid, and the momentum of the sub was significant, but overall this was a really neat entry for ld! once i got the hang of it, i managed to reach the end. fun exercise in triage :)
Nice entry! nothing like soul-crushing levels of debt! :D
death audio was pretty jarring. would have also been super helpful it the mouse cursor was locked to the game window - running on multi-monitor setup was not ideal, since cursor would leave the game. nice work though!
really clear and clean core gameplay look. the quick return to the next round made it nice to jump back into another round. though I personally found it pretty hard to not run out of fuel constantly at the beginning. not sure if i was missing something, but even prioritizing strictly getting coal wasnt enough to make significant progress. could definitely see this concept getting expanded
had no idea what i was supposed to be doing at first. got the idea eventually. i think the hitboxes on the black orbs is pretty small compared to their visual representation? also might have been good to zoom out a bit in order to give the player some extra room to plan/react. felt like half the things coming on screen were just not possible to get to in time unless i was already reasonably close and super on-point with my reaction speed. also maybe have the player orb be rendered on a layer above the sleeping dude so that one's position doesnt get lost when overlapped? nice game though!
cool game! was a bit frustrated by some drops that explicitly required not jumping to though. felt a little cheap to die from falling because i jumped to the next platform instead of just walking off the ledge. also nice work with the audio effects! made it nice and atmospheric
interesting idea. those sharks were quite deadly. also ran into some glitch where i had fish, but none visible on screen. nice work!
yeah, i also didnt realize that it was necessary to spam 'e'. mouse sensitivity was pretty high, which made manuevering a little uncomfortable. might have also been nice to have just a little more contrast at wall edges, the solid color made it pretty easy to get disoriented even in a tight hallway. congrats on the entry though!
never actually managed to pick up one of the boxes, didnt quite have the reaction speed to divert course in time. could have helped to give the player some extra control over their descent rate? otherwise, nice sub mission submission
interesting idea. gameplay was a little repetitive once i figured out what things did. nice implementation though!
neat entry! could see it expanded
nice characterization and animations! didnt realize it was necessary to hit the torch, though i did try just going to it. would have been nice to have some feedback for getting hit by an enemy, but overall nice work!
the start button didnt work for me. :<
@timepass - re-downloaded, looks like it runs now. level one i was not really sure what i was doing since the character was facing the opposite direction comapred to the intended direction of travel. so i ended up strafing while looking around and just falling off the platform. also the lean while walking up to a way was borderline nauseating in a way that i've only experienced in some vr games. also it seemed like the player's friction was super low, resulting in some very slippery landings, which made precision platforming extra challenging.
that said, you've clearly managed to implement some cool mechanics here, and it would be neat to see what you can turn it into with a bit more development!
edit - oh, and im not sure but i think using minecraft assets is a bit of a no-go? or at least using them while also getting rated on graphics?
well done! super impressive for such a short development timeframe. i could definitely see this concept getting expanded
interesting concept! i liked the idea of darkness being a potential source of risk, but found it a little challenging to plan around / strategize about since there wasnt a super clear idea of how long the light would last at first. and then the resource scarcity made it hard to expand my operations. some ideas for alleviating these issues could be: have a real-time countdown on flashlight battery life, have some sort of warning to the player when they are coming close to a "point of no return" (ie battery will run out unless they return to the nearest generator asap, etc
really liked the atmosphere and styling too. nice work!
guys this was so good. congrats! was a ton of fun to play. music was great and it played like a charm
got to the bottom!
i enjoyed the inclusion of the plethora of dead bodies i left behind, and it was funny to respawn as a corpse. i dont think the rope was ever actually necessary to make progress? might have helped to have more of the level visible so that players could plan ahead/ think more strategically about how/when to use ropes to get through challenges
nice game concept! took a little getting used to, but wasnt too bad to control both characters solo. i wonder if it would have been even harder with multiple people due to coordination. nice implementation, and great style - could definitely see this idea expanded further upon
I've gotta admit, I was having some trouble finding the cat and was running short on time, so I tried throwing it in the fireplace. Very unique game idea! could see it expanded into a 'get rid of various objects in vaguely object-specific ways' sort of thing, like throwing a clock out the window, putting cellphone in the fridge, cat in the basement and such.
problem: the game didnt actually shut down, and left a hanging process afterwards that i had to manually terminate via task manager
funny story idea. wouldn't have minded seeing it fleshed out a little more
first life, it spawned me into a wall and i was able to glitch around a bit before spontaneously popping into a room with monsters and quickly dying. second life, i didnt realize i could dig, so i thought i was just trapped since it spawned me in a small, enclosed room. third life, i very nearly died of an overdose of adderall and became a 360-degree shooting, instant-mining machination of death. still managed to run out of ammo trying to kill the final boss though lol. Once I realized how to actually play the game (eg: break chests/ammo boxes by mining them), this was a really cool, fun experience. one other small thing is that when you run out of ammo, the audio becomes glitched and is pretty disruptive. that said, really nice, impressive work!