II-III-V by miziziziz
You're recovering in a hospital when you hear a strange noise outside
| Link | https://github.com/Miziziziz/LD49 |
| Link | https://nartier.itch.io/ii-iii-v |
| Original URL | https://ldjam.com/events/ludum-dare/49/ii-iii-v |
Ratings
| Overall | 102th | 3.858⭐ | 55🧑⚖️ |
| Fun | 203th | 3.557⭐ | 55🧑⚖️ |
| Innovation | 34th | 4.142⭐ | 55🧑⚖️ |
| Theme | 309th | 3.472⭐ | 55🧑⚖️ |
| Graphics | 62th | 4.085⭐ | 55🧑⚖️ |
| Audio | 60th | 3.868⭐ | 55🧑⚖️ |
| Mood | 4th | 4.453⭐ | 55🧑⚖️ |
| Given | 6🗳️ | 0🗨️ |
I guess it's intended that the mouse cursor disappear during the level progression right ?
Tbh, I don't know if this mattered, but I figured I had to swap the power back to the original stuff after do fire suppression stuff. Does that actually do anything?
Interesting idea with unique controls.
Very atmospheric too.
I really liked the typing sounds when you are using the computer hehe
GOOD JOB 👏
I liked the perspective.
The text on the notes was a little tough to read, but it does fit with the visual style.
Congratulations!
Holy crap, that was heavy. Excellent atmosphere of confusion and panic (or was that just me?). The movement was challenging, but unique (definitely more "unstable" than just "WS to move, AD to rotate". Kudos!). This game definitely leaves me wanting more!
And this was a solo, compo jam game? Daaaaamn! Fantastic job!
That ending seemed a little unnecessary though lol
However, Ending = Jump scare = bad. Haha
The controls were tough, but after some trying I was better at using them and was able to finish the game.
Nice thing with a computer terminal.
Also the world rotating is an awesome change to what I saw that first night!
I also enjoyed the lack of combat, and just focusing on the tense situations made from the wheelchair controls themselves.
In terms of more "critical" feedback, I think it would have been cool to see more small levels like the one where you had to lure them away from the exit you were going toward.
On a similar note, the first thought I had when I saw the console and having to power off different systems, which was cool to see in and of itself, was that there was going to be more of a choice in what to power off, as in you didn't need to power off everything else in order to power on the fire suppression. One reason I thought that was that I actually assumed that what we were powering off would manifest in the gameplay (like the lights for example, I expected the level to get much darker and then I had to navigate with those new limitations). Maybe it's just because that crossed my mind while in the terminal, that not being the case left me feeling a bit like "oh, that's it?". But obviously it's a Compo, so you had to keep the scope down. That could be a good way to expand upon this if you ever wanted to.
I actually learned that Ludum Dare was happening at all from your YouTube post about how the theme was about to be announced like five minutes later lol. I'm really glad I saw it, because after wanting to do a jam for a long time but always talking myself out of it, I decided on a whim to take part, and so now I've done my first jam! You also have been a big motivation/help for me getting into Godot, so thanks for that too! It's been a lot of fun learning it.
Looking forward to seeing more small games like this once you finish up Wrought Flesh, keep up the good work :thumbsup: