todo el apartado gráfico y la cutscene del principio están buenísimos igual! felicidades!
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PURGATORY and Glass Cleaner were actually sort of branch projects from this one, we were already making Barback Blues and just used each one as an excuse to accelerate development by making new minigames in the form of jam games (obviously glass cleaner ended up just like that in the main game, so it's basically like a piece of Barback Blues taken off of it and put out standalone).
the money thing is pretty intentional, i think of the part where it shows the final number before draining it as some sort of hi-score screen, but you can also see it's connected to exactly how Gil would feel. though tbh money was indeed more of a last minute addition, and it was going to be even more of an afterthought, but i made sure you can "compete" for hi-scores so to speak, so there's no random element and if you're faster than other people you can get a higher one by the end of the game (even if everyone does end up at $0 story-wise). my hi-score is $318.38 by the way.
dialogue choices was definitely something i, me personally wanted to do but it ended up not becoming anything since we just wanted to release the game. i actually wanted to integrate purgatory as a choice at the beginning (unlockable post-game choice) where you can choose to kill yourself and end up in the purgatory game, then after it ends the story continues as normal/restarts without the choice.
all in all the tediousness and emptiness of a shitty job is one of the main things about this game, so arguably it worked, but maybe it could've been made more engaging in some way. i don't think we're gonna update this game ever again though (besides from bug fixes or something).
"a weird mash of love and rusty nails that try to give you tetanus every step of the way" is the funniest and most accurate thing i've read about this game, moreso about its development process. reviews like this make it worth it, thank you. might not update this but we're gonna make bigger and better shit that's for sure.
was discussing with a friend whether you'd have been updating all the entities in reverse, then me wondering how you'd deal with entities being created and destroyed in that process, but to think it was just plain save states... suppose it makes sense with the relatively low rewind time.
interesting to know all the stuff you didn't manage to implement or had to rush, final product looks very polished so you wouldn't expect the original idea to be so different. looking forward to at the very least the boss update, it sounds like what would've been the most important part of the game.
cute girl btw
Patterns were fun at the beginning, I enjoyed the puzzle-like nature of the levels, though they started getting pretty hard. Then I started using dash and I realized its absolutely broken and you can just mash space and pretty much not get hit at all due to iframes (I think the black bullets are an exception to this). Besides from that, I think the dash doesn't serve any integral purpose for the gameplay other than being a safety measure/difficulty reducer, so if you were to balance the levels I'd say you'd rather just remove the dash altogether. You can see how that other game in the jam, Tower of Bullets, uses dash as pretty much the central thing in the whole game, but here it's just there because the game is hard and it's helpful to overcome the difficulty (or in its current state, completely trivialize it if you spam it).
Some music and SFX would've been good too, even royalty-free music is fine, as long as it matches the game. SFX for turrets shooting (not overdone or else it will be a cacophony) and for the player's dash would work well too.
Also I think the door on the last level doesn't do anything, but you probably already knew that.












