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How does your game follow the theme?
The game fits the "Haunted" theme because you control a stuffed toy haunted by your own trapped human soul, using it as your weapon. You fight through an abandoned factory haunted by failed prototypes, broken stitches, and painful memories.
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Comments
I think this game has something special. I really like the art direction and the feel of the environment. However, in my personal opinion, this game would be an amazing puzzle game. The introduction to the puzzle mechanic doesn't really have a payoff and i wish it did, its a super cool idea. The rougelite aspect seems a little out of place especially given the layout of the controls. Having the heavy attack be the same action as the move object action makes the combat feel somewhat clunky. Sometimes you will accidentally lock onto bookshelves/boxes when you are trying to heavy attack. I beat the first 3 difficulties and I found that the ranged guys feel a little overtuned. It feels like they nuke you and the rooms are too small/cluttered to be able to dodge the projectiles. They also take 3+ hits even with using a full damage build. In comparison to the rooms the boss battle actually feels a bit easy. Aside from these comments I have, I do want to congratulate you guys. You def put alot of work into this game and should be proud of what you were able to do in the time given. There was a lot of attention to detail in this game. Almost every action is sound designed and has animation. The main menu screen is very fun and so is the loading screen. The MC falling apart while loosing health is very cool as well. You adhered to the theme very well and made a great game. Good job.
Just wanted to let you know, there is no return to main option from the tutorial mode.
I really loved the menu! Gameplay felt idk... I feel like I enjoyed the concept of moving stuff around much more than the combat. I really love the concept of the stuffed animals and the threads! I would have spent more time playing but I felt like I didn't really know what the goal was besides an endless series of room combats. I would love to see a full version of this game!
Thank you so much!! Hahaha, the menu was basically us going "Why use buttons when we can use stuffed animals instead?!" We wanted it to feel like a Ouija board, and fun fact, the visual design of the main menu was actually made by a friend of ours! We didn't credit him because he preferred not to be mentioned. And yeah, you're absolutely right about the goal not being clear enough, we probably should've explained it better. We tried to do way too much in way too little time hahaha. Really happy you liked the concept, and thanks a lot for playing!! ❤️
its a good game, just not for me also i love the visuals and overall style of the game pretty cool
Thank you! The artist always loves hearing that people like her designs, even though she's constantly complaining that she could've done them better, hahaha.