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Within the Bunker's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls / UI | #70 | 3.354 | 3.750 |
| Overall Fun | #72 | 3.578 | 4.000 |
| Art / Graphics | #95 | 3.354 | 3.750 |
| Sound/Music | #97 | 2.907 | 3.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have competed before, how has your game changed?
The game was originally made for the Godot Wild Jam, but I didn’t finish it in time. For this jam, I added ammo, new enemy sprites, the assistant’s dialogues, and the upgrade table
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating
For 13+
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Comments
Overall I enjoyed this one , other than just some additions I think this is fine as is.
Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
This got really fun to play, especially once I had all the vision related upgrades and it created a pseudo 3D effect where the shadows being cast by walls due to my light instead looked like giant walls, making it look like the view was actually from a camera moving along the ceiling. XD
The core gameplay loop is fairly solid. I think my only concern was with regards to item spawn, where there was clearly a limit for how many of a specific item could spawn. I note this because I basically never ran out of medkits because I just seemed to naturally move towards wherever the closest one was but multiple times nearly ran out of ammo because several of them spawned in a small area far from me. However, I'll admit not being sure of the best way to fix it. Every idea I have in my head I can see backfiring, so I don't want to suggest them.
There is, however, one thing I need to bring up. When you read the computer, it says you need to deliver 40 cans of gas to the exit door on the north to escape. However, when I first went to the door to deliver some gas, I noticed two things: it only required 35 cans of gas, and that it already had 11 in it. Obviously, something here isn't working right. Whatever is wrong, hopefully notifying you of this will help you out.
Hi! Puting my tech hat on for some dev feedback. There is a slight lag spike when doing things for the first time (shooting, spawning mobs, healing). If you object pool the entities you'll find it to be a smoother experience. The objects in game could use some world space UI tooltips when either mouse over or when the character is close to know what the item is about. I think you did a good job at keeping it horror-like with the vignetting but I feel the music is too fast paced for the theme. I know music is hard and it always is but you're nearly there! Enemies speed felt good. I somehow could never go above 10 bullets for my weapon even if it show that I can have a max of 20. Lots to improve but overall I truly enjoyed the game for a game jam game - understood your time was limited to get it all implemented.
If you have a moment and would like to check out our game, we'd love the feedback! /jam/feedback-quest-8-indiegames-x-indie-streamers/rate/3773442
Keep at it, you're going great!
Simple game that reminds me a lot of Endoparasitic from the dark top down survival angle. The pixel aesthetic feels nice but due to the lighting and bobbing, it does seem like it can cause motion sickness as it did for my friend in the call with me during that time. If you lean more so into the horror aspect I think that would be a nice flair to it.
For some areas though, it felt extremely laggy, at some points I believe it to just be my laptop being bad, but I also think it is the game itself, especially when you turn on the generator and are in that safe room the frames just seem to chunk. After a bit of upgrading, one of which has the same upgrades to it, I believe it to be the reload one, the game loses any sense of urgency or threat. It turns into a gas waiting simulator as the resources you get alongside the upgrades far outway the swarm of enemies. Also depositing gas at the end requires you to shoot. Also on start up, the game is loud loud at least it was for me.
Overall, it wasn't a bad experience for a playtesting. More levels, enemies, risk v reward and general quality of life additions.
Section was 01:01:00-01:22:00~
I had a great time with this short game!
It reminds me of Alien breed, GTA1&2, Hot line Miami and Ape out, just to name a few ;)
The general atmosphere is really good. Playing on dark and light areas works really well. The sound of the creatures gives me the creeps. Having a safe room where you can go back to upgrade but only if you use some gas that you need to exit gives some nice tension. Controls are sharp. Visuals are simple but effective. Bodies...
Overall it is really well done and fun to play!
Here are some little things I noticed:
Things about gameplay I thought you could do to build up upon this very good basis:
Well done!
Thank you so much for this precious feedback! I’ll fix the listed problems in a future update!