Hey @kevin-barrios
Thanks for checking out our game! I'm glad you liked the randomized characters. I agree that the difficulty jumps rather quickly and is something we'll improve on with more methodical level design. Appreciate the feedback!
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@injured
In the second level the Reaper is really quick. Probably too quick. If we were to update it, this is one of the adjustments we would make to some of the levels. We have played it a number of times and know that it is possible to beat the second level; it's just a pain :laughing: . Thanks for playing our game!
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@mao
I'm glad you beat the game! Thanks for the feedback. Unfortunately, we didn't specify the mechanics in game and is something we will give more thought to during the next jam.
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@zfert
Thanks for suggesting the checkpoints. We wanted our players to have a tough time, but not too tough. Currently, the game is pretty unforgiving in that you have to start all over. We appreciate you playing our game.
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@prototype6
Hey fellow Prototype!
With a ~~sadistic~~ heavy heart we had to let go of some followers to save the many. Throughout development, the thing that kept us going was the thought of seeing Isabelle ~~executed~~ saved, lol.
Thanks for letting us know about the wall colliders. They were a bit larger than intended in some levels.
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@marvalgames
We're happy you enjoyed the game! Thanks so much for checking it out.
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@tomssuli
Good call on having an indicator of crew members following. Thanks for the idea! Appreciate that you took the time to play our game.
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Hey @corc0,
> I dig the core concept of this game. The ambient noise is creepy/somber, the gameplay is simple (and innovative!)
Thanks for the kind words! It's great that you feel the gameplay is innovative.
> Iβd like to see the rules more clearly established in-game; it was a while before I understood that the numbers at the end(?) represent the number of children who need saving. Making that goal clear at the beginning of the scene would be motivating and make things a little less confusing (and, sorry if Iβm overlooking something obvious).
We appreciate the thorough feedback provided. Making the rules more clear is something that we will definitely prioritize next time.
> The impassable space surrounding the walls got me killed a few times
This is something we only noticed after a few people mentioned it in the comments. 3 days after the Ludum Dare all I have to say is, "It's a feature, not a bug" - bahahaha.
> I found that the monsterβs bullet stream was really hard to pass through and would eventually corner me or a kid. Iβd love to see them reload or vary their firing patterns somehow.
Changing the firing pattern or having the monster reload is something we didn't think about at all. Thanks for the great idea.
We appreciate the time you took to play and comment. Our team wishes you, @prototype6, and wakeless.studio the best with Dunewrought and Looking Glass. :thumbsup: