A downloadable Opportunity

Let's Connect! Welcome to the world of professional development, where every conference is a chance to strengthen your network and land your dream job. You're at a conference surrounded on all sides by the most desperate young professionals in the world, and the only way to survive this stampede of capitalist goons is by fending them off with your barrier of phones, QR codes at the ready. 

Inspired by Vampire Survivors, this take on the survivor genre was created over three days by three design students at the Academy of Interactive Entertainment:

Michael Forkner - Gameplay, Systems, and Combat Designer
Michael Robinson - Character & Environment Artist
Amy Burns - UI & Narrative Designer

We are proud to present an infinitely playable, endlessly challenging expression of modern dread. Please enjoy the Tyler's, Chet's, and Kevin's we have thrown at you!

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LetsConnect.zip 575 MB

Comments

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This is Jack from year 1. The game is a funny concept, but I have two main issues. Your progress is not reset between rounds which is confusing. The hitbox of the player feels weirdly like a big donut. If I stood still Chet would hit me once and then be stuck standing on top of me unable to do damage again. I like the sounds.

Lets Connect

Good:

+Audio is Fun and Silly. Good Juice and adds to the experience.

+Good Menu Transitions. Connection Count on Game Over helps push the player to achieve more.

+Multiple Enemy types with slightly different behaviours. More unique movement patterns would have been cool.

+Level Up Feedback is nice and clean. Solid feedback.

+Damage to health ratios feels good.

Bad:

+Pickups draw above enemies. Enemies should draw above Pickups to make it look like they are walking over them.

+Pixel Quality on some assets are blurry. Look into your asset settings, filtering is sometimes applied but when using low pixel dimension art it makes it look blurry instead of clean pixels.

+If the enemy invades my space, my abilities cant touch them. Movement speeds and Collider Size probably need more balancing if this is a feature not a bug.

+Game State is not properly reset between runs. I have to close and reopen the game to reset values.

+Build Name does not match Project Name.

+Im leveling up, but have no idea what upgrades this is applying to my player. At what Level do I get another spinning projectile? If I don't get another spinning projectile, what happened? Try telling the player whats happening after a level up.

+There is a Timer with no context. Does it just keep track of the length of my run?

+Enemies sometimes walk into me and dont hurt me or die.

+The XP progress bar is clearly a default asset and does not match the rest of the art style of the game.

+More Feedback / Juice when picking up Pick Ups. This should be more satisfying.

+Adding at least one more ability for the player would create a more intersting gameplay experience.