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Red Menace

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A member registered 12 days ago · View creator page →

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Thanks your the review! It is actually intended for you to be able to do stuff like kill yourself or tell your party members to attack each other. When you leave a battle your party members can comment on what you did, calling you a fool or a madman and so on or even straight out refuse to listen to your commands anymore (you cant manually tell them to attack anymore and they instead choose their targets themselves) after telling them to attack each other for example, which is where the mind control comes into play.

As you correctly discerned though time was a major problem. Should've kept the scope much smaller after all!

Thank you for your review! Yeah, I wanted to allow the player to do whatever they want. If you leave the first battle after beating the enemies and while having possessed an enemy and attacked one of your own party members with said enemy, your partymembers comment on that. They also, eventually, refuse to listen to you if you do things like tell them to attack each other and so on, which is where that whole mind control ability comes in. Too many ideas for too little time though! Had to skip a lot of stuff to export a remotely playable version

Thank you for your review! You can just leave the encounter via the button at the top left side. Depending on whether you did after killing all enemies or not your companions comment on it. Unfortunately, due to time constraints, I didnt get to adding a victory screen or even a victory sound to signal success.

Thank you for your comment! As you may see I had to rush to finish the game, unfortunately, due to time constraints and me being the only coder and spriter. The plan was to add a boss but didnt get to that part so there are only two encounters to hack through. Sorry! Also why the enemies dont have animations and missing combat effects and so on.

Thank you for your comment! Yup, absolutely blown out of the water with this one even though I scrapped quite a bit in the end.

Very nice sprites and sfx. The moon theme was hit in a creative way with your magic's dependency on the phases. If there was any suggestion it would be more unique cards, but, of course, the scope of the jam limited what could be done. There are some straight upgrades like the hide away card that does the same as guard for half the FP cost.

Thank you for your feedback! If by events you are referring to the 'bugs' like the rainbow cursor or the illusion ressources, they are caused by excessive use of the harpoon. Each level has a multiplicator (stage 1 has a multi of 0). We called it 'confusion' and wanted to add some more interactions with it but it kinda fell behind. The idea was to have little popups like "they are watching you!" or eerie sounds play each time you passed a confusion threshold. All to simulate the player getting mad from the light of 'the beacon'.

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You had some very nice sprites, especially the alien squishing animation in the matter extractor was wonderful and smooth. Having to guide the aliens in was also a nice change of gameplay. The game really would benefit from conveyor belts or any other method of transportion if you cared to add it (the map is relatively small so it's not a must, only if you wish to further expand it later).  One problem I noticed is that meteorites can fall in front of your rocket modules entrance. They dont completely block it but it makes it harder to reach it. I also had trouble in buying a second matter extractor or guiding a second alien into the one I got. You mentioned bugs already but wanted to report on it nonetheless in case you wish to fix it later.

I like the added gameplay element that is the gun. It gives so much more depth than just shooting and upgrading. The graphics were very coherent and pleasant to see. The upper boundary where the ball bounces off of made it a tad bit harder than it had to be. Of course an interesting theme choice with the cowboy that comes as a (positive) surprise!