The presence of mobs of varying toughness leads you to scrounge for any tool at your disposal; I liked the rich assortment of items in the minigame, especially the small and big key items, which counter different enemy types! The dynamite throwing reminds me of the fun inmates in Fallout: New Vegas, too. Be careful not to get cornered in the tight corridors, some guards are real speedy!! Luckily, none of them seem to be carrying firearms.
This minigame is somewhat complex in its mob mechanics, and the ending is reachable, which is nice ofc; although, its WIP label is appropriate for most other game elements.
I also encountered the same problems others have mentioned, with health bar not appearing and few consumables boxes spawning on first playthrough.
Post- Jam development should focus on:
implementing a proper ending (e.g. all the right corridors should eventually lead to a physical "finish zone", maybe add a boss fight :P);
polishing player experience (e.g. maybe implement a highscore system, maybe add a critical hits system where stunning enemies allows you to handcuff them);
adding some recurring POIs (e.g proper cells to free prisoners from with big and small keys, some world- building elements);
fixing bugs with mobs (e.g. friendly inmates getting too close and personal while also blocking movement).
It's an action- packed minigame, with cool mechanics on top.
The presence of mobs of varying toughness leads you to scrounge for any tool at your disposal; I liked the rich assortment of items in the minigame, especially the small and big key items, which counter different enemy types! The dynamite throwing reminds me of the fun inmates in Fallout: New Vegas, too. Be careful not to get cornered in the tight corridors, some guards are real speedy!! Luckily, none of them seem to be carrying firearms.
This minigame is somewhat complex in its mob mechanics, and the ending is reachable, which is nice ofc; although, its WIP label is appropriate for most other game elements. I also encountered the same problems others have mentioned, with health bar not appearing and few consumables boxes spawning on first playthrough.
Post- Jam development should focus on:
implementing a proper ending (e.g. all the right corridors should eventually lead to a physical "finish zone", maybe add a boss fight :P);
polishing player experience (e.g. maybe implement a highscore system, maybe add a critical hits system where stunning enemies allows you to handcuff them);
adding some recurring POIs (e.g proper cells to free prisoners from with big and small keys, some world- building elements);
fixing bugs with mobs (e.g. friendly inmates getting too close and personal while also blocking movement).
It's an action- packed minigame, with cool mechanics on top.