Human Spiderweb by miziziziz
The radiation shielding on the colony cracked; all the colonists have developing life-threatening tumors! In an emergency procedure, the colony's surgeon removed their cancerous limbs and organs, and stitched them together to share vital organs until an organ printer can be made.
Unfortunately, space pirates have just invaded! All the colonists need to escape however they can.
Made with Godot, Krita, Audacity, an orange, and some celery
Playthrough: https://www.youtube.com/watch?v=k9yE-SSI6qE
Ratings
| Overall | 116th | 3.91⭐ | 85🧑⚖️ |
| Fun | 342th | 3.524⭐ | 84🧑⚖️ |
| Innovation | 16th | 4.283⭐ | 85🧑⚖️ |
| Theme | 53th | 4.223⭐ | 85🧑⚖️ |
| Graphics | 270th | 3.783⭐ | 85🧑⚖️ |
| Audio | 318th | 3.377⭐ | 83🧑⚖️ |
| Humor | 194th | 3.475⭐ | 82🧑⚖️ |
| Mood | 113th | 3.811⭐ | 84🧑⚖️ |
| Given | 4🗳️ | 0🗨️ |
Ah, I almost forgot: points for "holyshitwhatthefuckwasthat!" You really went the extra mile :P
Good stuff:
- the scaling in bigger rooms works really great
- VO from the guards and their pathfinding and everything is so choice, they feel real
- Switching between the guys is really seamless and intuitive, you get the hang of it so easy because the Q guy is usually on the left anyway
- peppering of story elements is really neat, totally going above and beyond
-Sometimes the stomach-guy has trouble getting pulled around corners, it makes me walk extra distance to try yanking him around and doesn't feel too great.
- The squishy sounds are a nice detail but you hear the same ones a little too frequently and that can be a bit harsh on the ears.
Overall a very impressive entry though, huge props.
I swear, I'm not usually this negative. But rating games has taught me to always be critical and tell people everything I thought was bad, because they already know what's good.
Also, there were some small bugs when respawning, for which the flames were still on the characters. Nonetheless, most of the problems with this game just derive from the fact that there was a short time to do everything; I think that this could be expanded and become very interesting Cronenberg-esque horror game with the proper amount of time. Very good job!
The concept is unique but the enemies and maps are bad designed (I say this because often the enemies see you and you dont even notice), this could have been fixed with a simple camera that shows you a little more in the direction you're going to or making the enemies vision shorter or at least visible for the player. But still this concept is pretty damn good.
My main problem is that as a game this is very unfun, the detection for the mouth is kinda clunky and since it takes a huge motion to correct it it ends up feeling extra bad to miss by very little, maybe have some sort of magnet radius around the second mouth where it shakes towards it or something just soo it detects food easier and makes the game less clunky.
The tethering to mouth guy is also really clunky around courners where it gets stuck really easy which, again, since its so punishing to move around feels like an overload of negative feedback.
Overall though clearly there's a lot of talent here this game looks great and has a ton of polish and production value, well done.
Tethers catching on corners kind of worked for me, added some tension when trying to run for the door and made me think about my character placement - could do with the ability to reel it towards you a bit or something though.
It also wasn't very clear that sacrificing one or two of the bodies was a valid option since you tend to lose pretty fast if one of them dies, so it took me a while to finish the last level.
The pirate detection radius is kind of unclear though and I often had a hard time realizing why I was being seen, as others have mentioned - some sort of field of view indicator would go a long way.
Had one instance of a pirate getting stuck on a corner mid-chase and one instance of a fireball persisting between scene reloads, but overall the game ran well.
The audio lets this down a bit i think, the squelchy SFX were great but some ambient music would really have sold the atmosphere. I had to listen to the last level's voice line about 10-20 times and it got a bit grating - maybe disable it after x amount of restarts?
Overall really impressive for a jam game, would like to see where this goes if you develop it further.
By the way, the graphics I made in my game were only possible because I learned from you. I'm addicted to that style now.
The mechanics are good, the AI is smart enough (even tho it feels a bit unfair, that they can spot you from off-screen). The graphics and sounds are also high quality. I watched part of the streams as well, it was interesting to see how the game evolved. Good job! :thumbsup:
Also had quite a bit of fun with your youtube channel btw, these "4 games same artkit" videos are super entertaining.