This is very fun, but I keep getting killed by my own bullets, shift to parry just doesn't make sense to me. Art is good, and it's very clear which enemies are tougher than others and will need some more hits to get through.
The power ups are good, and I played a few rounds with different options, the multi-shot one came back to bite me as I had to dodge/parry even more of my own shots.
MerryMary87
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I didn't really understand the game at first, probably because the ingame text is not in English, but I think I maybe figured it out.
Phase 1 - Explore the room to identify if it belongs to a human or a monster
Phase 2 - Decide to take the transformation pill or not (Stay human or transform into a monster)
Phase 3 - Door open and go through. If you guessed right, you get to the next room.
This could use quite a lot of polish, but I kind of like the idea, if the differences are more subtle, like maybe having the things to identify if its monster vs human be something like a plate of food that can either be spaghetti or intestines. Not sure if that's what you were going for.
Also just a note that if you don't play in fullscreen, the text is not fully visible in the game and is cut-off, including the timers.
I love card games. This one took me a while to figure out, but then it was a lot of fun, and having to balance my cards in hand with keeping enough points to flip enemy cards really had me thinking about every move, sometimes having to sacrifice my own health with some cards I had.
Very good game, and loved the interpretation of the theme.
Interesting idea, but could use some polish I think.
The transfer dead button didn't make any sense to me, as I couldn't click it even with enough SP and it being off cooldown, and I couldn't figure out what actually makes it available.
The hand power also doesn't place everywhere in the map of the living, so I had to use the transfer dead button to get the last of the humans.
I think adding some kind of threat to the dead side of things would make for more interesting gameplay, right now it felt like there's no way to lose, no real challenge.
This is fun, the movement of the boat feels great, and makes the game a bit harder. The sound for crashing into the sides made me panic about losing a life, but my hearts remained unbroken, so a different sound for that would be appreciated.
Loved that crashing into a barrel gives you some immunity, meaning that my panic reactions didn't punish me.
Very polished, great music, loved it :)
The art is rough, but it definitely has a charm. The music didn't work for me, and pulled me out of the game due to how repetitive it is. Unfortunately I could not beat the pumpkin level, but enjoyed the puzzle aspect with figuring things out. I don't usually play platformers, so likely a skill issue on my side.
I was getting a little frustrated with the slow switching until I clicked for me that it's part of the planning/strategy, where you need to plan out where you are going to switch to bait the ghosts/slimes. Even with this, I ran into a skill issue and couldn't get past the 4th level at all.
The art is super cute, and I think some sound will add a lot to the game if you ever get around to adding it.
A little too creepy for my tastes, so good job on a horror game. Looks like there's no candy in my future...
One note of feedback, the movement with the mouse to look around could use a bit of tweaking, I ended up with my mouse cursor leaving the browser window, meaning I was mostly stuck looking in a limited direction.
Other people are saying the zombie noises were funny. Speaking as a wuss, they were not funny :(
I am not 100% sure, but it usually only happens with first person type games, especially with narrow field of view and/or head bobbing and motion blur. Motion blur is the worst for me, but I suspect in thus case it might have been the bobbing of the chicken as I was running away the end.
My ears basically disagree with my eyes, which causes motion sickness like feelings.
This is super creepy.
I had a to try a few times, because I kept thinking I was soft-locked, not realizing that Q was the button for the weapon to get through the cobwebs.
Don't know if that thing at the top of the screen was an enemy I am supposed to fight, it creeped me out enough that I had to quit the game immediately, great job.
This is incredible, and really really good homage to wolfenstein. I was astounded when I finished the first map and figure out there was more, with different enemies and different guns.
Unfortunately I had to quit because something in the combo of the movement and the moving pixel art gave me some motion sickness.
Thanks! I'm glad the mood I wanted is coming across, it took me probably way too long to get the exact sounds I wanted (and I am at this point completely incapable of making the sounds myself).
Behind the scenes info: The white noise was inspired by my ancient PC fans humming like this while I was developing, and it made testing to see how it plays in game quite difficult.
It feels like the enemies are spawning too quickly for me to do anything about it, but I also just really truly suck at survivor-like games. It's also hard when you can't see them spawning behind you. I don't think I lasted over 30 seconds in any of my playthroughs, so didn't even really get upgrades to see if they would help at all.
The movement feels pretty polished and the sound of the bugs is creepy as heck, so great job on that.
This is a fantastic little game, I played a few rounds and didn't do particularly well, but really enjoyed it.
The art is great and the music is very spooky and fun, which somehow added to my panic as the purple blobs came closer and closer leading to more mistakes.
Loved how you interpreted the other side :)

