I downloaded the game, but it refuses to open or run. I checked my firewall settings, but no dice. game just doesn't work
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Control Drone's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Jury - Game Design | #2 | n/a | n/a |
| Jury - Asset Implementation | #2 | n/a | n/a |
| Jury - Player Experience | #4 | n/a | n/a |
| Audience's Choice | #4 | 4.000 | 4.000 |
Ranked from 92 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
As always another banger from Xentiox. Unfortunetly I'm shit at these games and playing on a browser with a laptop increase the difficulty even more. I would love to see the difficulty decrease by increasing the number of medkits or nerfing the enemies with the machine gun so I'm able to finish it but for what I have played this game is fantastic! The theme is perfectly nailed and the bondage assets are great as always. I also enjoyed the sound design, the music and the lore of the game. The shooting mechanic is fun and rewarding and I also liked the typing minigame which increase the adrenaline especially when you are in an active shooting. Would love to see more! One of my favourites of the jam for sure!
Phew this one was very difficult, but I managed. Other than difficulty and enemies occasionally managing to get a shot off while their hands were bound, this game was clean, the art was good, the music and sound effects were good, everything felt it. It was just really, really hard.
Whats bothering me is that you can't get of your current character. It would be such a cool idea and fitting for the theme to switch who you control. Then you wouldn't need to pick up healthpacks and could do some cool stuff with different abilities.
very good bones, primary issues concern disparity of both rate of fire/capability to dodge fire between player and enemies (relative damage of dumping 4-5 shots into an enemy at range usually only accomplishing 1-2 parts of binding, usually just legs, vs near perfect accuracy for enemies, and their shots being not impeded by corners/cover nearly as often, meaning any peak out usually tanking at least 1 shot before player fire can even reach enemies). Primary strat to attempt to manage risk, headshots, hit or miss for accuracy/effectiveness at any range where enemies are not immediately aggro'd, and reloading takes more time than it takes enemies to remove hood and already be firing. dump full mag in to try to get arms, hit or miss. "
primarily the main limiting factor seems to be player fire having a significantly higher lead time to hit, making it hard to peek out, hit, and immobilize without having return fire strafe you, even with good aim.
possible tweaks to just maybe a second delay on enemy reaction time to first seeing you, or after breaking line of sight before resuming firing.
one of thee best games of the jam, but the limitations of skillful play makes it hard to get fully through without a fair few runs.
if the goal is to feel like you are at a disadvantage, ie, that your weapons *should* be inherently slower and less effective, then skillful use of cover should perhaps be tweaked up a bit, as shooting around a lot of the corners will block the hitbox of the shots, but not enemy fire, so waiting and catching them out as they come around if fraught
Perusing the example walkthrough, there does seem to be an element of how it runs which others have pointed out that isn't showing up for the native hardware/not running from browser/potential incongruities from different browsers.
A fair self criticism is not jumping enough/at all, and that definitely would help with avoiding crossfire. the lag at least in this player's experience whilst moving, leading to delayed reaction or precision, added to the fact that the aiming reticle/aim seems to lag *when moving* makes run and gun more difficult/less accurate.
it almost seems based on the walkthrough that enemies have a notable delay in when they were firing when that playthrough was done compared to this player's experience (as soon as crossing into their plane they were already firing from the hip as soon as entering the main hallway after getting the tape gun), and that's obviously going to affect game feel (if there feels like more pressure and advantage to play aggressive because you have the element of surprise.
unconfirmed, but potential issue where rapid fire (as most players may instinctively do to try and take enemies down quickly, is not registering all hits, because it frequently takes a full mag dump of slime center of mass to encase to the second highest level/even then it is hit and miss (so usually requiring head shot, head shot, reload, dump). tape has an edge, but even then feels like it requires a full dump per enemy to chance immobilizing them
this player will retry on chrome to see if it improves
ok, watching the walkthrough, on half speed to confirm something that i thought might be the case, it SEEMS that for you and possibly on other hardware shots are banking, ie, that they are curving in flight, based on movement of the player, whereas i think a lot of people are firing on the mechanical understanding that as soon as they leave the gun, they fly straight, so they aren't keeping perspective oriented on the target through the flight of the projectile, leading to a lot more misses, than if they camera strafed the target until the shot got there, leading to a hit.
that's not so much a jank issue as maybe just a differing FPS mechanical assumption question, if people are expecting to lead their shots for where enemies will be based on how long the shot will take to get there, and not keeping reticle on target after firing. and if they move off target, assuming the shot will proceed where they shot, and it doesn't, it results in a lot more misses.
see also ho, when moving, and then trying to move the mouse in a direction contrary to the arrows/WASD movement (left when moving right, vice versa), the camera loses sensitivity/movement is canceled out to a degree, making it harder to get pinpoint precision on target, as sensitivity when stationary, and moving, keeps throwing the player off
for context, had to turn mouse sensitivity all the way up to be workable, and even then it was still somewhat limited, but that results in stationary mouse movement being too strong by comparison, and losing perspective/continuous eyes on target
I'm beginning to wonder if it's partially perspective and the hitbox, if the enemy is still facing the player from where they fired (keeping a more consistent sight on them while moving as opposed to fire and moving off target, causing shots to miss around the model no longer presenting as clean on to the shot trajectory)
Some of the good stuff I ran into:
> Controls were smooth
> Shot placement matters
> Hand drawn art was good
Some of the negative stuff I ran into:
> My mouse was not bound to the play zone resulting in troubles aiming
> Enemy projectiles are hard to see
Some of the mild(I can look past) stuff I ran into:
> Low enemy variety
> Characters and map had mismatching art styles
This was full of fun game mechanics I would like to see more done with!
Scouting the level as the drone before attaining a host.
> Sneaking around and planning out the fastest route to take once I have a host.
> Drone only pathways.
Your host escaping.
> They could have affected player actions the more they escaped (Movement speed, aim accuracy, calling for enemies).
> Returning to drone mode instead of straight loss.
Defeated enemies.
> Highest wrap tier has no game-play benefits from what I could tell.
> Enemies do not help wrapped allies?
Choice of host.
> All hosts look and act the same once you grab them.
Oh yeah, we originally had the idea that you could capture any of the three types of enemies, which would change your starting health, but we wouldn’t have been able to implement that in a week because of the extra workload it would have placed on the artist
And yes, we also had the idea that when you’re losing at the start, you’d throw yourself off the enemy’s head, but again, we couldn’t implement it due to time constraints
Thanks for the review!
Some of the negative stuff I ran into:
> My mouse was not bound to the play zone resulting in troubles aiming
I think you could press Esc to switch to full-screen mode, which would help with that
This issue shouldn't occur on the PC version either. As soon as the voting ends, I'll release the PC version
Your art is just so aesthetically pleasing... another absolute wonderful job! Loved the cute little asset at the end :)
The game feels fine to me, and it plays just as well in the browser.
You can check it out in this video here.
But I'll upload the PC version as soon as GameJam is over (I can't do it right now because of voting period)
A thrilling yet quite challenging game. It keeps you on your toes at all times when you have to check for the possessed body while fighting hard-hitting foes.
I love how the bindings on the enemies change depending on the part of the body you hit, and it is quite fun to waste all your ammo just to fully encase them even if it's unnecessary.
Tough, I have to admit that it was maybe too hard for me with the later enemies firing a ton of bullets that deplete your HP quite fast (I couldn't even get past the prison rooms). I also think that the aiming maybe is too imprecise when moving while shooting, though I can't tell if that's my mouse sensitivity or my lack of experience playing Doom-like old FPS games.
Still, it was a very fun game nonetheless. Good job :)
Thanks, I'm glad you enjoyed it. If you're curious about what happens later in the game, here's a walkthrough video
A doom-like with decent gamefeel and some good progressive bondage stuff to play with, I like the art, and the variation on restraints assigned to each gun feel good to use. I found it a touch difficult to handle with no settings for changing look sensitivity, and this feels like a game that could definitely use a dash on shift, but all in all, well done.
4/5 would tie up girls in a lab again







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