Nice Entry. I liked the mechanic but felt the play space a bit claustrophobic for the game. Bit more room/more area would improve it I think. Good game though.
Love the mechanics and the gameplay. Graphics are very cool, sound becomes a little grating after a while. Game becomes quite frantic and challenging after a while! 10/10 best game ever, would play again.
That was an interesting exercise for my brain. I'm so used to tracking a single player character that I'm controlling that my mind didn't want to temporarily jump over to the possessed enemy. I kept getting confused at first, but gradually got better.
I was also learning to not possess an enemy until after the bigger dude fired its occasional shot, but then an enemy spawned right on top of me and killed me, which was disappointingly out of my control.
It's a minor point, but the second spawn noise (when the enemy actually appears and starts moving) felt a little strong to me. The first sound was less abrasive, and the second event didn't seem significant enough to warrant being communicated to the player with such a bold sound. The first sound presents new information, and so the second sound should just be enough to confirm/finalize what the player is already expecting, that the enemy has finished spawning. Though I will say that talking through this does make me appreciate that there *was* a pre-spawn event followed by the actual spawn.
That was really fun. You have a firm grasp on game feel. Every object was moving and alive. Every action had just the right amount of visual and audio feedback. Even the mouse cursor had smoke trails.
Loved the art and style. Very attractive, very cool concept. Felt like it would've been great with gamepad support, would not suggest using it with a trackpad.
Comments16
the big guy dont die, right?
I was also learning to not possess an enemy until after the bigger dude fired its occasional shot, but then an enemy spawned right on top of me and killed me, which was disappointingly out of my control.
It's a minor point, but the second spawn noise (when the enemy actually appears and starts moving) felt a little strong to me. The first sound was less abrasive, and the second event didn't seem significant enough to warrant being communicated to the player with such a bold sound. The first sound presents new information, and so the second sound should just be enough to confirm/finalize what the player is already expecting, that the enemy has finished spawning. Though I will say that talking through this does make me appreciate that there *was* a pre-spawn event followed by the actual spawn.