Nice! It's really hard, I think I died about 10 times in the first stage, until I understood that you can't stop running. Even when you can run with X, I think you have to make an specific route to escape.
Fun! Liked the progression and introduction of mechanics. Had the hardest time where the guards are patrolling, took me a little bit to realize I could hide in the corner pockets initially. I wasn't sure when they could see me, I guess it was if they're facing me and line of sight. I also liked how you could still beat the level even while they were chasing you. Nice job!
This was a fun game with a basic but engaging premise and a lot of focus on a clear vision. Graphics and audio were both really strong, and the tiny chick had character. His opening line of dialog established character surprisingly well for so few words and in my head I gave him a bit of an attitude, which I enjoyed.
The feel was pretty tight but since this is a game about short intense bursts of high-stakes movement, I did have one microscopic things that I noticed after a while. I felt like a rect collider in a rect world.
Here in this screenshot:
I am holding down the up key but not moving up. I have like a 1px overlap in colliders. I would prefer in this case to "slide" around the corner. I don't know about Haxe but in Unity this can be done by having the character be a circle collider and making sure the physics material has some slipperiness to it.
This arose in gameplay a few times when I was trying to dart into a corridor while being chased. An argument can be made that I shouldn't be off by a pixel in my control inputs, but personally I prefer to grant the comfortable affordance and then have the challenge be balanced accordingly.
That was just a tiny detail and didn't downgrade my experience, but the game is otherwise so tight and focused I figured I would mention it.
I loved a few of the details, especially the animation of the main chick while moving or laying an egg, and the gameplay-critical tiny detail of that little handful of white pixels when the knife-weilder notices you.
I enjoyed playing as a stealth game, but after a few failure loops on a level I found myself probing the tactical limits of high-speed chickening. This was also fun, so not a problem for me; just not sure if it's your intended experience. I found that a critical aspect to exploit is the momentary non-movement of the knife-pig when they first notice you. By sprinting (a key I held most of the time) and making liberal use of diagonal movement to break line of sight, I was often able to rush past. This is just a consequence of the broader restart-then-wait problem inherent to the stealth-with-insta-death game genre, and not specific to this game. I'm GLAD the rush option was viable. Thinking back on it, I only noticed the collider feel issue I mentioned once I switched gears to this more precision-intensive rushdown play style.
Music was really nice, and other nice touches were the "show me you know the buttons" start screen, the pacing of tutorialization, overall game length, and death scene / restart pace. Many subtle things well done here.
Good stuff! Liked the graphics, music and it hade great functionality. Liked the detail of being able to break eggs too. I could run through the maps with some skill though, the piggs are a bit too easy to trick. Also, it was unclear what their field of vision was.
This was great. Good spritework, great music and solid (eheh) stealth gameplay. The difficulty progression felt a bit weird, the first room was quite a bit more difficult than the next few for me. It was a bit tough at first to learn where the pigs' line of sight was - would be cool to have that on the radar like MGS. Also had a weird issue where WSAD hatched the initial egg but didn't move me afterwards, but aside from that the controls were generally fine - running may have been a bit OP though. With some more polished level design this would be awesome. Nice work!
Also - huge missed opportunity for a FOXdie reference... :D
I see what you did there with Metal Gear Chicken Run ;) Nice. I like the animations on the enemies when you are spotted and the evolution of the player.
MGS is one of my favorite games of all time! The fact that you referenced it in your game makes me like it even more! The controls are solid, and the levels flow like liquid. You are the BOSS!
I think I might have played this wrong, lol. As soon as I had the sprint button, I could outrun the pigs, so I literally just like.. outran the pigs looking at the mini map.
But nonetheless it APPEARS well designed, I like the style and music. Pre' coo'.
Comments19
But seriously, how do you have such consistently good compo entries (with great sound and music, no less)?
I had to fullscreen the game though, to avoid scrolling the page up or down.
If it's a COMPO there should be a source. Otherwise - Game Jam.
Um jogo simples e bem desenvolvido, parabéns pelo projeto.
The feel was pretty tight but since this is a game about short intense bursts of high-stakes movement, I did have one microscopic things that I noticed after a while. I felt like a rect collider in a rect world.
Here in this screenshot:
I am holding down the up key but not moving up. I have like a 1px overlap in colliders. I would prefer in this case to "slide" around the corner. I don't know about Haxe but in Unity this can be done by having the character be a circle collider and making sure the physics material has some slipperiness to it.
This arose in gameplay a few times when I was trying to dart into a corridor while being chased. An argument can be made that I shouldn't be off by a pixel in my control inputs, but personally I prefer to grant the comfortable affordance and then have the challenge be balanced accordingly.
That was just a tiny detail and didn't downgrade my experience, but the game is otherwise so tight and focused I figured I would mention it.
I loved a few of the details, especially the animation of the main chick while moving or laying an egg, and the gameplay-critical tiny detail of that little handful of white pixels when the knife-weilder notices you.
I enjoyed playing as a stealth game, but after a few failure loops on a level I found myself probing the tactical limits of high-speed chickening. This was also fun, so not a problem for me; just not sure if it's your intended experience. I found that a critical aspect to exploit is the momentary non-movement of the knife-pig when they first notice you. By sprinting (a key I held most of the time) and making liberal use of diagonal movement to break line of sight, I was often able to rush past. This is just a consequence of the broader restart-then-wait problem inherent to the stealth-with-insta-death game genre, and not specific to this game. I'm GLAD the rush option was viable. Thinking back on it, I only noticed the collider feel issue I mentioned once I switched gears to this more precision-intensive rushdown play style.
Music was really nice, and other nice touches were the "show me you know the buttons" start screen, the pacing of tutorialization, overall game length, and death scene / restart pace. Many subtle things well done here.
Very nice entry, well done!
This was great. Good spritework, great music and solid (eheh) stealth gameplay. The difficulty progression felt a bit weird, the first room was quite a bit more difficult than the next few for me. It was a bit tough at first to learn where the pigs' line of sight was - would be cool to have that on the radar like MGS. Also had a weird issue where WSAD hatched the initial egg but didn't move me afterwards, but aside from that the controls were generally fine - running may have been a bit OP though. With some more polished level design this would be awesome. Nice work!
Also - huge missed opportunity for a FOXdie reference... :D
But nonetheless it APPEARS well designed, I like the style and music. Pre' coo'.