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DoubleRoom Games

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A member registered Sep 17, 2022 · View creator page →

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Glad you enjoyed it! Yes, the trapdoors do nothing. They worked in my head, but as soon as i implemented them, i realized that because of the grid movement, it is literaly a case of the staircase paradox. I was thinking about a tile the woud jump you diagonally, but ran out of time unfortunately. 

Main menu be like:

Love the changing weapons, but the screen felt a little bit too zoomed in.

You had me at the first saxophone note, I'm a sucker for grumpy noir detectives.

Screen 15 triggered something. I am a fish.

That's an interesting idea! You basically choosing "which power up do i need at the start of the round, an which power up do i need near the end?" I'd love to see this expanded with different waves of enemies that you have to adapt to.

Love the characters, but i wonder, what happened that they made pizza illegal on spaceships? 

Cute, cozy, and satisfying. Haven't felt this relaxed defusing bombs for a long time!

Oh yeah! Love the asynchronic (dont know if thats the right word) paddles, and the fact that you can gently guide the ball on the paddle or yeet it into stratosphere with mouse movement.

The artstyle is perfect, translated very well into digital. I like how you show each robot's abilities when you spawn them, good thinking for a game jam where people move quickly from game to game.

Neat! Love the comic panels and overall artstyle, the different lines for each kind of failure are a nice touch, it lets the player know their mistake in a fun way instead of a generic game over screen.

See you, space cowboy...

Cool vibes, haven't fell a rush writing down things under pressure since college. Though it took me a while to get the first lead.

I love this, you're essentially betting against your own skill, great idea!

Great presentation, love the concept but as others already said, it would benefit from some coyote time. You could even make the player be able to jump in air, so then you could make jumps where the player would have to time their fall, so they would jump at the right moment in mid-air.

Good boy!

The sound effects are cool! Loved the last level, loved the "twist", or at least for me it was a twist since it took me a while to realize the mirrored sides weren't there just so i could pick one but to use both of them.

Thanks! I've just released alpha 0.22 where I implemented some of the things from the feedback we got at the convo.

Thank you.  I guess i was too worried about players understanding the gameplay and the actions they can do, so it's essentially just a compilation of tutorial levels.

Oh, sentient NPCs, my biggest irrational fear.

That feeling when you're working on a game, it's 2AM, the only sound you hear is the computer fan, and suddenly you see something that looks out of the place in the corner of your eye.

I once jumpscared myself in the editor. I was working on something on one side of a map, and then i saw two glowing eyes starring at me through a door frame. Turns out it was a car with lit headlights i added to the other side of the map a day prior.

I can't for the love of god get ending 2.

Please don't tell me the condition is that the player finishes it without help...

The wheatfield scene was pure horror, i was frantically looking around, looking out for a combine harvester, but there was nothing there...

I'm calling the wholesome police

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I don't care if it serves no mechanical purpose, but every game involving dogs should have a dedicated bark button. Also the music is neat.

Very Twin Peaks, loved the twist ending.

What a twist!

Also I found out that I'm bad at counting change...

Reminds of Stubbs the Zombie, good stuff.

Were you going for a pixelated look?
You can setup point filtering on the texture assets  in Unity, that way you can get those sweet crispy pixels:


Interesting concept, I enjoyed trying to stay on the screen while staying out of the vision of the guard.
Are you planning on continuing this? Also, it seems that the controls are relative to the camera view, personally i find that a bit disorienting but perhaps that was the point.

Interesting concept and cozy graphics. However, i find the misile to be a slow to steer (but maybe that's a framerate issue), especially when zombies are in the bottom right part of the screen. Maybe you could add a speed boost, at the cost of fuel/explosion strength.

Thanks, i'm very happy with how the jam effect turned out.

As for the theme, you're a henchman that must not catch the spy.
At first we tried to add a spy in the levels, who would act like a terrible stealth-game player, and you would have to go out of your way to pretend that you do not see them while completing the tasks. Sadly the AI just did not work out, and the only thing that was kept from this was the gag in the final level.

Thank you for playing!