Rat Park is a twin-stick shooter where you wake up in a mysterious and dangerous place. Largely inspired by the 1997 Cube movie.
Sweet game - lots of nice touches in the sound (footsteps , enemy squeals etc. ) and visuals,blood spatter, enemy knock backs, cool intro screen. Pretty satisfying. Only downside it happened to me twice that i was in a room and left with one enemy that wouldn't die.. also I used a controller so full 360 shooting would have been nice.
Smash TV, without the TV!
Plays well. The audio is great and the visuals are ok too. The enemy designs are a bit too bulky for my liking. Getting to the end with maximum gun isn't that difficult, but limiting yourself to a single weapon does ramp up the challenge quite a bit. Too bad you cannot punch the robots!
There is a room which is always a death trap no matter the level of gun. The, ahem, ROOM FULL OF BLUE BOTS! To make things worse this is also the only room where the frame rate tanks nearly every time. I think it is due to the gibs colliding with the bots. My computer is also pretty old so…
Mostly juicy, I give you that. There are some dry spots though:
Juicyness 8/10, good
Wow! How did you manage this? Did you work day and night all month? I think that's what making this game would take me :P.
This game felt so very polished. Everything from sound design to graphics to animations felt like they were from a released indie game :). I liked how the game starts slowly fading in, how the camera centers when you enter a room, how different sounds tell the player what's happening… I liked a lot of things about this game. I think you could continue with the development of this game. It's quite a good concept, and your execution is great.
There was a room full of guys. I murdered them all in cold blood :D. I chuckled when I got my fourth weapon. The dude just kept piling them on!
I had the same problem as above; I couldn't finish the room with a horde of blue bots. My computer just calls it quits in that room.
Juicy? This game was the juice! Shooting pushes you back, getting hit by bullets pushes the enemies back. Cool!
@bradur Thanks for the kind words! Working on all those little details takes time indeed, I think about half of the dev time was put into juice & polish. It was super fun, and a nice change from just coding core gameplay.
Argh I thought the blue bot bug was fixed, did you play the 1.0.0 version? Also @HuvaaKoodia was right in that performance issues are caused by all those robot parts flying around & colliding with the enemies, I didn't realize it would harm the FPS that much.
Also, you found the "room zero" it seems, the one with the humans… Looks like you passed right by the maze exit but missed it haha
This shooter feels quite polished! The "series of rooms" layout worked well for both the pacing and progression of the game, in that the series of challenges feel natural.
There is an impressive amount of small juicy details in the game. The various sound effects give a nice atmospheric flow to the game, and the combat feels satisfying, with the screenshakes and the robot parts flying everywhere.
The weapon progression adds to this feeling. The dynamics of the challenges change in an satisfying way, as your weapon becomes more and more powerful. Some additional (explosive) weapons could add even more to this.
The recoil effect is a bit too pronounced though, especially at higher upgrade levels. The "pushback" effect of the projectiles on the robots feels just right.
The health indicator is effective and hard to miss, and the death effect itself feels sufficiently gruesome.
All in all, the game felt quite juicy!
It is time to scrap them all,
with my trusty gun!