The use of the grandma and the slipper is just... God tier. The slipper feels SO great to throw around.
The game gets a little repetitive a bit too fast though. It would be nice if you faced different bosses than just the professor, or didn't have o just get 1 package and go back. Spice things up as the game progresses.
I think it would be more interesting and fun if the map was smaller, but more unique and dense. And make it more easy to navigate than relying solely on an arrow. Make landmarks, like a statue that I can remember. Build roads, and signs that help me know where to go or where I am. Specific plants, animals and npcs that only show up in certain areas, like a blind man that only show up the same bench. I think this could make it fun and engaging to simply navigate the space around you.
Might be fun to scatter some power-ups or slipper upgrades around the map as you play.
And about npcs and enemies, it could be fun if they said some lines of dialogue as they chase you and try to grab you. Stuff like: "Is that you, teta??", "Can you make me some koussa?", "Braaaaiiin... Wait, I'm not a zombie". Something along those lines. (pun intended)
Also, the music should get faster and more intense when the professor shows up.
Overall, I actually had a lot of fun slapping fools as a grandma though. Hope to see you in more game jams! :D
๐๐๐๐ Love that feedbackk! We had a plan to make more bosses, but obviously limited time and people. Landmarks are definitely a smart touch for remembering where you are, we made the slippers persistent a-la Hansel and Gretel for the same purpose ๐ ( as well as for visualizing the chaos). We wanted to make the arrow super smart and guide you step by step by pathfinding to the goal, but I like the signs placed around the map leading up to the store better! I also love the idea of replacing the gibberish text with actual text, that would provide clearer context as to why infected people are trying to get close to her. I can totally imagine a much funnier version where the music crossfades into some metal track as boss fights come up. Thanks for the detailed feedback! We look forward to the next one!
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The throwing mechanic and sound is absolute god-tier. Amazing sound design. Great game!
That means alott thank you! ๐
The use of the grandma and the slipper is just... God tier. The slipper feels SO great to throw around.
The game gets a little repetitive a bit too fast though. It would be nice if you faced different bosses than just the professor, or didn't have o just get 1 package and go back. Spice things up as the game progresses.
I think it would be more interesting and fun if the map was smaller, but more unique and dense. And make it more easy to navigate than relying solely on an arrow. Make landmarks, like a statue that I can remember. Build roads, and signs that help me know where to go or where I am. Specific plants, animals and npcs that only show up in certain areas, like a blind man that only show up the same bench. I think this could make it fun and engaging to simply navigate the space around you.
Might be fun to scatter some power-ups or slipper upgrades around the map as you play.
And about npcs and enemies, it could be fun if they said some lines of dialogue as they chase you and try to grab you. Stuff like: "Is that you, teta??", "Can you make me some koussa?", "Braaaaiiin... Wait, I'm not a zombie". Something along those lines. (pun intended)
Also, the music should get faster and more intense when the professor shows up.
Overall, I actually had a lot of fun slapping fools as a grandma though. Hope to see you in more game jams! :D
๐๐๐๐ Love that feedbackk! We had a plan to make more bosses, but obviously limited time and people. Landmarks are definitely a smart touch for remembering where you are, we made the slippers persistent a-la Hansel and Gretel for the same purpose ๐ ( as well as for visualizing the chaos). We wanted to make the arrow super smart and guide you step by step by pathfinding to the goal, but I like the signs placed around the map leading up to the store better! I also love the idea of replacing the gibberish text with actual text, that would provide clearer context as to why infected people are trying to get close to her. I can totally imagine a much funnier version where the music crossfades into some metal track as boss fights come up. Thanks for the detailed feedback! We look forward to the next one!