I like it
At first the single-mouse controls were tolerable but not desirable, but then when I noticed you had alternate control schemes in the menu my opinion of the game shot way up. Having some control over your gameplay experience is always a plus and speaks well of a designer who thinks to include them.
Music is pretty good and there's some good art, however the graphical glitches (the flashing black boxes) with the running dust bunnies and the lady in the tutorial is very jarring compared to the rest of what is otherwise quality artwork. I'm not sure if it's an animation problem or if it's something to do with masking, but it's worth looking into; while I've always been a "gameplay first, aesthetics second" kind of guy, obvious graphical problems like that can take you out of the game.
I'd like to wish all game designers and artists good luck in the Construct 3 Game Jam!
Thanks for the review! I'm glad I went through the trouble of adding some different control options to the game, even though I kinda wish I had done that in the first place instead of rushing to do it in an update, haha. I know I appreciate having those kinds of options in a game, so it made sense to put them in here too.
There is a noise effect applied on purpose to the lady in the tutorial (I thought it helped sell the idea of her being a hologram, heh) but I did notice the noise effect affect things it shouldn't on some machines. The effect is a WebGL effect, which this game also has quite a few of. I'd have to play around with the effects and see if I can either get rid of some of them, or even make an on/off switch for the effects to help the game run on slower machines.
This is all stuff I wish I had known or done in the first place, but since this is my first published original game, I guess I could only know so much before jumping in for the first time! Again, thank you for taking the time to let me know about this stuff!
Decent enough, but the controls feel strange. I'd recommend allowing players to press "w" for jump instead of needing to use spacebar.
I didn't notice a difference between normal and hard mode - is there one?
There wasn't much use for the grenade or wall - pretty much just getting back up from the bottom of the level and removing pink barriers in a couple of spots. Requiring the player to really switch it up a bit could flesh it out and make it more interesting.
Overall, nice start! I gotta knock points off for the strange/uncomfortable controls, but that's my biggest qualm considering it's a jam, and I appreciate that you listened to reviewers and added options. The mouse-only controls would have made it completely unplayable for me, since I'm using a laptop trackpad (though I do appreciate that you tried to include them!).
Hey, thank you for the great review!
Thanks as well for the suggestion with placing the jump button on the W key. I honestly should have put that in when I implemented WASD controls, but it ended up slipping my mind before I compiled the build.
Normal mode should only have a few bunnies in the level that are on fire, while Hard mode should only consist of flammable bunnies. That seems strange that you're not seeing a change though, like a flag isn't being tripped somehow. Maybe clearing your browser's cache so it redownloads the game might do the trick? It's hard for me to say what could be causing that, as the few machines and browsers I was able to test the game on didn't have that issue, and Construct 3 is also still in beta as well, so that can also carry some weird bugs with it.
I agree that convincing the player to switch up their weapons more would be a good thing to do. It's interesting though: I've had some players who only used the grenades, some players who only used the main weapon, and some players who use both. They seem to be split mostly down the middle. The one weapon I think a lot of players don't seem to use much (myself included, lol) is the holo-wall, which would probably need some adjusting or replaced if the game got more development.
And it's fair enough to knock off some points for the controls, haha. This experience was a very good lesson in why it's so important to make a game as accessible as possible, even if you want to try something a little out of the box. I'm glad that the updates kinda allowed those with a trackpad to get a feel for the game, although if the game gets more development, I'd probably choose to gut out and rebuild the entire control scheme instead so it played much better for more people from the start.
This game has really good art and concepts. But the all mouse controls are wonky and and too sensitive for my liking.
Hey, thanks for the feedback! Sorry about the mouse controls not working well for you; it's clear that I could have done better with making them more accessible.
I'm glad you're liking the art and concepts though! I'm primarily an animator/artist, not a programmer, so it means a lot to see so much praise for the art and ideas behind them. :)
I really like the art =3
The gameplay is really cool too with "just the mouse gameplay"
But i kind of hate you for making me jump with the mouse wheel =P
Thank you! Glad you're finding some stuff to enjoy in the game!
And yeah, you're not the first person to dislike the mouse wheel jumping, lol. I did throw in the option to switch to the Space Bar for jumping instead in the Options menu, in case that might work better for ya. :)