Jeez, that was pretty tough. But I got through it, and it was definitely fun! One thing that I felt was a bit unbalanced: the game really encourages playing... cowardly. If you get surprised in an engagement, it's pretty bad for you, but if you have any sort of range on the enemies, you can just slime their heads and bind them easily. Doesn't help that the enemies' AIs can't see you from as far away as you can see them. Still, it was a fun game, and the process of figuring out those tricks made you feel like you were improving. And maybe it was just me... but the enemy placement in that last room seems specifically designed to catch you if you try to peek-and-headshot enemies one-by-one. If so, that's really clever.
Another gameplay thing, I feel like there's not as much use to the web-thrower compared to the slime pistol and the tape cannon. As mentioned above, far away from enemies = good, close = very bad. The only times I found much use in it was when I was trying to quickly bind up a Captain once I had hooded her, since the tape cannon didn't have enough DPS to get the job done in time. But maybe that's just a point of my playstyle, or I didn't experiment enough with it. It didn't detract from the gameplay experience much if at all.
Despite not really being into the whole "bondage without any actual nudity" thing, the way you make your bondage art is just oddly appealing. You did well with the textures of the 3 different weapons' bondage materials, they look very distinct and fit the vibe of the material while remaining simplistic. No complaints here, really.
I'm always going to be excited when a new game of yours comes out despite them not being my favorite in terms of fetish stuff, I know they're always going to be fun despite it (and hey, maybe that just means I'm a good unbiased playtester). Keep doing what you do best! (especially if that involves a sequel to Ghost Hunter, I really liked that one.)
Control Drone is a fun DOOM-like shooter. There are three weapons that complement each other well. The slime pistol is great for stunning enemies (if you land two headshots) and finishing them off. The rifle is suited for long-range combat and dealing high damage. And the web thingy works great for binding enemies while they are stunned
The main character, Tick-201, looks cute, while a captured target resembles a machine built for “killing.” There is random generation of enemy models (a Fluttershy-inspired style i tried not to lean into it too much :3), and three difficulty levels (Recruit, Officer, Captain), which differ in attack types and HP. Enemies can be pretty inaccurate if you keep dodging, but if there are several of them, they can easily trap you in a circle of bullets.
The level design is simple, similar to the early levels in DOOM, but that’s not a downside. The weapon-based binding system is particularly impressive. Usually, games don’t pay attention to such details, but here, switching weapons doesn’t completely reset the bindings (except when an enemy is already fully tied up).
If the levels were fully randomized, it would be even cooler! There’s even a stats system where you can compete to see who finishes the game faster. Speedrunners, go!
There is one drawback: bullets tend to fly slightly above and to the right of the crosshair. However, it’s easy to adapt to and only really noticeable in long-range fights.
For a Game Jam project, it’s a solid 5. It’ll be interesting to see how the game develops in the future.
fun in concept but painful to play. could be because of it being web version 1. controls for mouse is too floaty, trying to turn 180 too quickly makes you turn more than 180
2. my attacks seem to be off centre, ie, my bullets seem to hit on the circle on the right part instead of the dot in the centre of the crosshair
3. corners of the wall stop my attack but enemies can still shoot me from that point.
4. if i take cover, the enemies seem to shoot me from the corner from which the issue of point 3 is make painfully obvious.
all in all this seems like a fun little game with quite a potential and good artwork.
Thanks for the review! Some of the issues you mentioned are indeed due to time constraints. I don’t think the game is particularly “difficult” to beat. Maybe it’s a matter of taste. I play a lot of boomershooters, so the game was very easy for me. I’m surprised that so many people find it difficult (My friends tested my game too, and they didn't really complain about the difficulty)
ehh. its not really hard. kinda jank which makes it annoying. i assume most people play it, like it but the jank makes them quit which they word as hard
oh i dont mean to be uber negative. i tend to play indie and eurojank game so jank is technically not a term i use as a negative. now if i really hated the game i would call it ueslop, which it isnt.
Thanks, I'm glad you enjoyed it. If you're curious about what happens later in the game, here's a walkthrough video Plus you can see here how I usually play for example
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Jeez, that was pretty tough. But I got through it, and it was definitely fun! One thing that I felt was a bit unbalanced: the game really encourages playing... cowardly. If you get surprised in an engagement, it's pretty bad for you, but if you have any sort of range on the enemies, you can just slime their heads and bind them easily. Doesn't help that the enemies' AIs can't see you from as far away as you can see them. Still, it was a fun game, and the process of figuring out those tricks made you feel like you were improving. And maybe it was just me... but the enemy placement in that last room seems specifically designed to catch you if you try to peek-and-headshot enemies one-by-one. If so, that's really clever.
Another gameplay thing, I feel like there's not as much use to the web-thrower compared to the slime pistol and the tape cannon. As mentioned above, far away from enemies = good, close = very bad. The only times I found much use in it was when I was trying to quickly bind up a Captain once I had hooded her, since the tape cannon didn't have enough DPS to get the job done in time. But maybe that's just a point of my playstyle, or I didn't experiment enough with it. It didn't detract from the gameplay experience much if at all.
Despite not really being into the whole "bondage without any actual nudity" thing, the way you make your bondage art is just oddly appealing. You did well with the textures of the 3 different weapons' bondage materials, they look very distinct and fit the vibe of the material while remaining simplistic. No complaints here, really.
I'm always going to be excited when a new game of yours comes out despite them not being my favorite in terms of fetish stuff, I know they're always going to be fun despite it (and hey, maybe that just means I'm a good unbiased playtester). Keep doing what you do best! (especially if that involves a sequel to Ghost Hunter, I really liked that one.)
It is functional!
The pc version helped a ton thanks, it was fun playin.
Control Drone is a fun DOOM-like shooter. There are three weapons that complement each other well. The slime pistol is great for stunning enemies (if you land two headshots) and finishing them off. The rifle is suited for long-range combat and dealing high damage. And the web thingy works great for binding enemies while they are stunned
The main character, Tick-201, looks cute, while a captured target resembles a machine built for “killing.” There is random generation of enemy models (a Fluttershy-inspired style i tried not to lean into it too much :3), and three difficulty levels (Recruit, Officer, Captain), which differ in attack types and HP. Enemies can be pretty inaccurate if you keep dodging, but if there are several of them, they can easily trap you in a circle of bullets.
The level design is simple, similar to the early levels in DOOM, but that’s not a downside. The weapon-based binding system is particularly impressive. Usually, games don’t pay attention to such details, but here, switching weapons doesn’t completely reset the bindings (except when an enemy is already fully tied up).
If the levels were fully randomized, it would be even cooler! There’s even a stats system where you can compete to see who finishes the game faster. Speedrunners, go!
There is one drawback: bullets tend to fly slightly above and to the right of the crosshair. However, it’s easy to adapt to and only really noticeable in long-range fights.
For a Game Jam project, it’s a solid 5. It’ll be interesting to see how the game develops in the future.
fun in concept but painful to play. could be because of it being web version
1. controls for mouse is too floaty, trying to turn 180 too quickly makes you turn more than 180
2. my attacks seem to be off centre, ie, my bullets seem to hit on the circle on the right part instead of the dot in the centre of the crosshair
3. corners of the wall stop my attack but enemies can still shoot me from that point.
4. if i take cover, the enemies seem to shoot me from the corner from which the issue of point 3 is make painfully obvious.
all in all this seems like a fun little game with quite a potential and good artwork.
Thanks for the review! Some of the issues you mentioned are indeed due to time constraints. I don’t think the game is particularly “difficult” to beat. Maybe it’s a matter of taste. I play a lot of boomershooters, so the game was very easy for me. I’m surprised that so many people find it difficult (My friends tested my game too, and they didn't really complain about the difficulty)
Here’s an example of one of my playthroughs
I can’t add the PC version until the GameJam voting ends, but I’ll add it then
ehh. its not really hard. kinda jank which makes it annoying. i assume most people play it, like it but the jank makes them quit which they word as hard
Jank... That's a bit harsh for a game that was made in a week because of GameJam limitations, don't you think? Thanks for the feedback
oh i dont mean to be uber negative. i tend to play indie and eurojank game so jank is technically not a term i use as a negative. now if i really hated the game i would call it ueslop, which it isnt.
A downloadable version of this would be nice, it runs at 2fps in browser for me.
The game feels fine to me, and it plays just as well in the browser.
You can check it out in this video here.
But I'll upload the PC version as soon as GameJam is over (I can't do it right now because of voting period)
Downloadable version added, enjoy
Cute and fun but way too hard. Enemy projectiles are all but invisible and there's no dodge mechanic so all I can do is strafe and hope they miss
Thanks, I'm glad you enjoyed it. If you're curious about what happens later in the game, here's a walkthrough video
Plus you can see here how I usually play for example
Downloadable version added. This should fix difficulty problems
One of my favorites so far! Really nice concept, execution and artwork!