Very cool! Again in the vain of magic espionage...
hawkwork
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Hi Alyssa, thanks for playing! The item like a drop of blood? It might be the ammunition for the grenade launcher or the health pickup. I am not sure which one you mean. The game is meant to be very retro and evocative of that era. It makes me glad that it brings back memories of your brother on a road trip. :) Thanks for being so patient with the game and giving it a chance!
Hi MagesticDugong, thanks for taking the game for a spin. Currently the enemy placement is totally random. It's unfair when enemies are right around the doorway and you have no way of seeing them prior. The only way to attack enemies that are lurking around a corner is to use the grenade launcher. Thanks for playing and for your feedback.
Hello PseudoPStupid, thanks for playing! I saw you laugh a number of times and really enjoyed that you understood the "Killing Joke" achievement reference.
I'm sorry for the difficulty. At times it really felt painful as a dev to see you struggle so hard in the first two levels. And sometimes you were so close. You had an exploding box lined up with loads of enemies around it, then you exclaimed that you like the laser only to not fire and then expend ammo and lose health. You were close to figuring out how the rats move (they jump in the direction that they are facing) and then you waived it off again. :)
Sorry for the confusion in the beginning. The game is play in browser and you downloaded the manual. The full screen setting works well in the browser though. Regarding distribution: It's in the browser as that's the least hassle for everyone to play. There is also an Android build on google play.
It is very clear to me that 1. The room reveal has to happen faster and line of sight not be blocked by enemies. (This will mitigate the rushing into rooms effect. This is so deadly.) 2. There have to be some doorways that are wider than one space in order to avoid so much fighting in the doorways.
Glad that you enjoyed it, thanks again for playing!
Hi pavelee,
thanks for playing and giving detailed feedback! It's really great when someone gives one of your games a chance and plays it intensely.
What do you mean to say? That my graphics aren't fantastic??!!? :)
Thanks for your comments regarding better sound options. I will look into that. Same goes for a tutorial. I want a learning by doing approach. As you said, there are the controls on the game page and the PDF manual booklet. But players expect a certain quality of life these days. Ok enough old man talk.
Enemy movement is largely deterministic, except for when it isn't. The bandersnatch desert rats always look in the direction that they are going to move in the next turn. The bats move towards the player either horizontally or vertically. If you shoot them they stay stunned for a couple of turns. The enemy troopers walk towards the player, they take a turn to change direction e.g. aim at the player, and then shoot the next turn. Trout move away from the player as soon as they have taken damage... That's the experience that the actual player gains when doing a couple of runs in contrast to the character not actually leveling up.
Regarding ammo: I would just go ahead and use it. It's no good being killed and having a bunch of rocket launcher shots left over. That being said, ammo is scarce. Don't shoot enemies if you don't have to. Stun bats or chase away the trout and xeno monsters instead of killing them. Try and kill multiple enemies in one blast or with one laser shot.
Thanks for playing and providing such detailed comments. Cheers
Hello OverBern,
thanks for really getting in to the game and having the patience for completing a run. You are probably one of the few people who have played it and defeated the "floating boss". It really means a lot to me to have someone play in such detail and give detailed feedback.
I must apologize for the fanatic killing you like that. The game should have a certain difficulty, but it should always be fair, never unfair towards the player.
The syringe or stim is currently not useful. It gives you 5 extra HP that deteriorate each turn. If you only get to take it after you have dealt with the enemies in a chamber then the benefit deteriorates on the way to the next door. I will deal with this by making the stim spawn near the entrance of chambers. This way you can take it and then have the benefit of the additional HP during the fight.
The witch has multiple spells. The pulling which you encountered, making a ring of fire around the player with only one escape direction, spawning ghosts of the player that face in the same direction and shoot when the player shoots. The way to deal with a witches is to kill them off quickly prior to pandemonium breaking loose. This is especially true if there are other enemies in the same chamber.
I will partially rework the tilesets for better contrast, variation, and visibility. The difficulty shouldn't stem from things not being clear.
Thanks for the ideas regarding the interactive terrain like boost arrows or flame towers. I am looking for more static obstacles instead of enemies. Currently there are only the spikes and the vulcan-turrets.
The way you beat the vulcan-turrets and the baron boss sounds as though you had a good strategy down. Gaging the difficulty is really getting out of hand. There are many things which can chaotically interact. The main thing is at least being able to predict what will happen do a certain extent.
Once again, thanks for playing and completing so much of the game!



