House of Delusion is a top-down shooter game where you fight furniture that comes alive as you slowly go insane, descending down the floors of an impossible house.
Players will switch between two worlds in order to clear the floor of foes- a world where your furniture is simply furniture, and a world where it has been transformed into monsters intent on killing you. The game can be challenging, but by surveying the world when it is safe, a player can use strategy to win.
Use WASD to move, Mouse to aim, Left Mouse Button to shoot, and Space to switch dimensions.
The main mechanic is really cool. I like how it it allows you to prepare yourself for a battle before going into insane mode. The base graphics aren't that great, but the switch between the two modes makes them a lot more interesting. I also really enjoy how the music smoothly changes when you switch states.Submitted
That's a really good take on the theme, descending into madness while descending down your house.
I must say that all the ideas in this game were pretty cool, most of the furniture made for great enemies, and the switching mechanic was used well with the level design.
But the art was mediocre at best, and the sounds were just ok. I liked the star parallax effect, though, and I think that with better assets this game could be awesome.Submitted
I thought this game had a lot to offer and a lot to potentially learn from.
I really enjoyed the mechanic of switching between 'sane' and 'insane' states, and the way these states affected the world, and I loved how this gave the player the ability to position themselves before an encounter.
However, I think this is a great example of the off-side of the design mantra "ten minutes of amazing will always beat one hundred minutes of 'okay'" (especially useful for jams). I think that if you had taken advantage of your mechanics a little bit more in fewer levels, the game would shine brighter. In it's current state, though, it feels almost like it trudges on a bit longer than it should and begins to feel somewhat slow and same-y.
Other than that, I thought the idea was great and execution was incredibly stable. Art was charming and communicated well to the player, and the sound effects were more than sufficient, but not necessarily groundbreaking.
Good project overall :)Submitted
Thank you! Level design was done at the last minute, so I can definitely agree that it isn't the best. There are a lot of levels because I wanted some levels that taught the player about new enemies before throwing them into a dangerous situation, but in hindsight I think those levels aren't very fun and probably should have been cut. Anyway, thank you for the feedback and I'm glad you enjoyed it!
Wow this is a great game ! Good diversity in enemies and power ups, good soundtrack (I loved the two versions) and funny setting. The last room was fun, especially in the way you have to decide what to kill first. I hated the chairs (?) that chase you though.
Biggest drawback is that the theme is kinda weak here. I guess you could argue that the character is descending into madness too, but I would have added some text or something for the escalation on each floor.
Oh and I liked the ending too !Submitted
I would up the movespeed just a touch. I feel that you're trying to make the game tense by making you move slow, but nothing in the game feels dangerous enough to get you tense, so you end up just getting bored. My favorite enemy is the one that shoots in a spiral (i'm not sure what piece of furniture it was supposed to be) because it supported that more methodical approach to the game and it felt like it fit in really well. My least favorite was the bed, because the shots were too fast and i didn't like the way that it felt to fight more than one at a time. The powerups are good, they feel like they're helping for the most part. I would probably change the color of the power up bullets though.Submitted