You didn't do anything wrong. I did lol. There was no feedback for that, so even if you did you probably didn't realize because there's not any indication. Thanks for playing!
p4songer
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Nah, you pretty much got it. The dash ability allows teleporting in the direction highlighted with a brighter green color in the UI where the character selector is. If you line up the attack with an enemy, it will stun them for a few seconds.
The default attack is a shove, but I added the feedback for a successful shove, but not when you press the button, so it feels like it doesn't do anything.
Thanks for playing! I could tell you really tried to save beeto.
I think this was the first game I played that was actually harder than the original gain ground lol. Super super tricky, characters feel squishy and weak. Otherwise, this is a spiritual successor to gain ground in every way! I love the idea of having two characters out in the field, although outside of the tutorial, this isn't really practical. I think with less enemies and more focus on level design for those restrictions could have been really cool.
Everything else is super polished! this already feels like a full release in my opinion. Great job!
I love this! The level of character design is incredible for how many there are. All the attacks feel so polished, and clever (love all the references). I had an issue similar to Simoncb where I had so zoom out my browser to 75% zoom to fit it onscreen. I think forcing the game to fullscreen might take care of that? Either way, it's a small issue.
The only bugs I found other than the ant and beetle were that during my second playthrough after I lost the first time, I still had to exit all my guys even after killing all enemies. Then, I think on level 6 the bug suddenly went away and I could kill all enemies to clear a level. I also had the duping glitch that others mentioned.
I think in the grand scheme of things, the characters are the core of the game and you implemented those flawlessly. I will keep coming back until I am #1 on this leaderboard.
Idk what everyone means about difficulty... after 10 tries I got the game 100% (still with 4 deaths during crunkle fight. So I guess 90%) For real though, this game is such a vibe. It feels like gain ground, but indie. This game was addicting. On a personal level, I wish the scoring worked slightly different, but I know with the time crunch functionality is king. Still, a score for time a level was completed, or for how many characters you completed it with would have improved this so much in terms of grinding for a high score.
Still, the fact that the only thing I can even think about improving was a secondary element says a lot about what you managed to accomplish. 11/10, great job.
Very good feedback, I appreciate your thoroughness. I definitely considered removing the dash / making the enemies faster, but just ran out of time for a second playtest. The tutorial text was definitely an issue that I knew would get someone. It came down to having to create extra dependencies on the UI itself, which I just didn't have time to sort out as the tutorial was the very last thing I built lol. And yes, for some reason I added sfx for when a shove is successful, but not for when the button is pressed. Idk why I didn't think about that.
TLDR, thanks for playing, and thanks for the feedback.
Perfect score from me. I think the most underrated thing you did was improve everything the OG did poorly. Something as simple as "Frontal Arced Bomb" made that part of the UI 10000 times easier to understand. Not to mention that the enemies don't blend into the background since you actually designed good characters.
The only thing I even had a small issue with was the FPS. I loved switching into this perspective, but there were times when this perspective became really hard to play. I'm certain that for the character controller to be compatible with both top down and FP, you had to think way outside the box, and I think you got it working well, just not quite 100%. That's such a small nitpick though, I can't emphasize enough how amazing this remake is.
I thought I heard you say this game was incomplete? Idk what you're looking at, but I'm playing a fully finished game. 10/10 great job. The only nitpick I have is that I wish there was a monster that can hear the whistle or something. The atmosphere was set up so well, I was waiting for that little bit of payoff. I honestly got jumpscared by the house a little since the music changed.
Other than that one tiny tiny thing, I aspire to make a game like this someday.
I have no words other than good job. Full marks here. The only thing I'm not sure about was I think there's supposed to be two kinds of attacks? At least in the description it says there are, but I could only get the special attack working. I honestly think it's better that way in the end (since an all directional attack for every player would be OP in this cramped design) but the verbiage seems a little confused on that.
This is kinda what I meant by the tutorial being lacking. It does great at giving you a place to try new characters, but I had no idea that's what the game loop looked like until you explained it just now. I think a dedicated tutorial level to explain this would take your game from 9/10 to 11/10. Great job, and can't wait to see what you do in round 4!
This is a cool concept! I'm pretty confused on why there's so much screen tearing. I feel like that effect didn't really tie into the story very much. I think it made sense that an enemy would trigger it (like, the butterfly effect if you kill this enemy you're ripping apart time) but I don't know why it was just constant. I think for such a major effect to exist, it needs a lot more justification tbh.
I'm also not sure if it's just me, but the game felt a little too easy. I just now went back to make sure you can actually die in the game. I think there should be a "no shooting while stunned" on the player, since right now you can tank 1 hit to fully kill an enemy while you have I-frames. Either that, or make I-frames smaller.
To end my negativity sandwich, I'll tell you that I'm very impressed with all the assets. The style and atmosphere is so strong. The future level felt like the future, the character art was great. I think you have a real eye for design, and can't wait to see what you come up with next!
I love your style. That's the one thing I can't get enough of. Everything is so clearly made by you. You can feel the personal touch throughout the whole game. I would love to see any one of these games given a 6-month dev cycle with a full version release. TLDR, what everyone else said.
I think the only thing this game is lacking is clarity. The "tutorial" feels like more of a solve the maze to find the secret characters than a teaching moment. It's a big burden to unlock a character the normal way, come back to the tutorial area, then try and find the specific area for that specific character. I also didn't unlock the special characters after finding them? I tried this a few times and still couldn't unlock them without the cheat.
The only other thing I had an issue with was the levels. I'm not sure if I'm just not understanding, but I would complete a level, and sometimes it would take me back to the home world, other times it would take me to the next level? I also got softlocked by that since I died in level two, and then it loaded the next level when I had no characters available (Aruna was already safe)
I'm not sure if it's a skill issue, but I think level two is actually impossible to complete with Brutus. With the minecart hitbox, I don't think there's a way to avoid dying since killing that other guy is needed to continue.
Regardless, like everyone else said, this is incredibly polished. Love the level design. Very well done!
I think you're the only one so far to 100% the game (aside from myself, of course lol) Normal difficulty is no joke (based off your leaderboard score) I probably should have named the difficulty "tough, hard and really hard" lol. I admire your dedication, and am even more thankful for your feedback.