I liked how the next world is smaller than the previous one (the theme i guess) and i loved the gun, and disliked i had to get it again at the beginning of each level. I hated the graphics, when they were dark i got a head ache because i didnt see anything, and then they were too bright...
I really liked the idea, it felt very surreal! The enmies are quite cool and you did a good job of the splat animations :D The Walls are a bit bright tho, it disoriented me but also hurt my eyes to focus!
This was pretty interesting. Once I found out I could run, it was a lot more enjoyable! I liked the 'splat' when you killed the blobs. I liked the ambiguous nature of the game. It felt very mysterious. It would have been nice if there was some acknowledgement of finishing the game. Once I killed the big blob I couldn't see anything else to do. Pathfinding was really great, did you use Unity's new pathfinding stuff by chance or did you roll your own?
@kratorspore Thx! Yes there is a bug after you kill the blue boss. It should have shown the win screen. Yes I used Unity's NavMesh for pathfinding. It was really easy.
I like it ! When I killed the boss, I would have prefer to see an ending ( even a brief one ) instead of just walking around not knowing what to do. Sometime just a "the end" screen is enough to transform a 48h experiment prototype in an actual game ! :)
I agree with others that the lighting style for the levels was disorienting and somewhat nauseating. I really like the splodey-splash death for the enemies, though, and the zooming into the next level effect at the end was neat. I do wish that factored more into the gameplay, but it's a cool effect.
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But the lighting that was on the walls was a bit too bright.