Weapossession by tayl1r

[raw]
made by tayl1r for LD32 (COMPO)
Possess enemies and run them into each other.

Ratings

Coolness 48% 1347
Overall 3.77 109
Fun 3.54 201
Graphics 3.81 158
Innovation 3.92 84
Mood 3.39 214
Theme 3.85 171

Feedback

SadSmile
19. Apr 2015 · 16:56 UTC
Wow. I love the concept and the art. great game.
cgriff
20. Apr 2015 · 12:38 UTC
It's a nice little game, but I wanted some more of it! Cool mechanic, lovely particles and I like the general dark, cyber-crypty mood.
HeyChinaski
20. Apr 2015 · 13:29 UTC
Great work!
DesignerNap
20. Apr 2015 · 18:51 UTC
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.
fasterthanlime
21. Apr 2015 · 15:18 UTC
Loved the art - like the others, I want more :)
rzfmzn
22. Apr 2015 · 20:15 UTC
Really nice!
the big guy dont die, right?
nonetheless
22. Apr 2015 · 20:15 UTC
Nice game with great audio and graphics. Amazing job :)
slowfrog
22. Apr 2015 · 20:18 UTC
Possession as a weapon is clearly unconventional. The mechanic is simple, the graphics are cool.
DKoding
22. Apr 2015 · 20:21 UTC
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.
michael.meadows
22. Apr 2015 · 20:24 UTC
Awesome - brilliant idea, graphics, implementation.
Andy Gainey
22. Apr 2015 · 20:24 UTC
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.
OnlySlightly
25. Apr 2015 · 00:56 UTC
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.
emmelineprufrock
25. Apr 2015 · 01:04 UTC
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.
amonkalagin
25. Apr 2015 · 14:52 UTC
Very good game! I like the game mechanics and the look, good job there :)
Dejvo
25. Apr 2015 · 15:03 UTC
intresting idea. nice game. well done
mike.cullingham
30. Apr 2015 · 04:31 UTC
Nice mechanic & stylish graphics. I really enjoyed this one.