Thanks for the feedback, Hayden! Glad you guys seemed to like it.
And wow, mad good post, Fluff

it felt unfinished and more like a prototype than a game.
Yeah, this is certainly true. I basically started this 3 days before the compo ended as my first game maker (or any real game period) game ever.

Love the character sprite!
Thank Moth for that.

(Also: how about only animating when moving?)
We'll test this.
Hard to tell who was "it," that is: the who was the hunter.
Yeah, I had little to no time to improve this as I was putting in more items and bugfixing nonstop, haha. EXCUSES I KNOW
you could change the hunter's avatar in some way (e.g., different color or size or appearance).
This was pretty much what I was planning on. Glowing eyes or a black color. (and an item that messes with this, obviously!)
When we played 3-player, we all ended up watching the minimap not our individual screens.
I kinda feared that would happen

novelty of the game, I think, which is that you have to tell where someone is by looking at the pattern of doors on their screen.
Very glad to hear that it worked out this way, because that was pretty much the idea when I realized screenpeeking was unavoidable with splitscreen. YAY

Other options would be to remove the minimap entirely
Probably this. It only was in this build anyway because the screen setup for 3 players left that empty part and I wasn't sure what to put in. I'm sure I can put in a nicer timer and some random tips or the last events (PLAYER 2 TAKES THE LEAD) in there. Maybe some announcer guy sprite.... hmmmm!
I would say drop the damaging traps and keep the speed, invisibility, darkness and teleport.
Pretty good advice!
What about the rotating fire object? The main thing I am trying to do with these items is force players off the "ideal", short ways through the rooms. I thought at least the rotating fire would be a big enough obstacle...
Did you guys notice that you get slower the less health you have? Did that play a role at all?
Here's some other item ideas I am implementing by the way:
- a fake item pickup at the same spot that is actually a trapdoor to the other players
- a spreading puddle of glue
- a very experimental idea that makes the screen's contents the actual level layout for a little bit
- an item that reverses the other player's controls for a bit
how do these sound?
Also, the ball is very bad because it covers so little space I think. I'll try how it feels if it is aimed at the nearest (other) player when spawning. Would it be more interesting if it also knocked people away (so it is not just damage but a choice between evading or the gap becoming bigger)
(Also: when you teleport, how does the player know what happened? Try adding some feedback like a unique sound or animation.)
Again, lack of time and wasn't sure what to do exactly. How does a (rather quick) pan of the camera to the new place (so you see what way it is moving) after a short delay with a TELEPORTING animation sound?
There is a lot of work to be done but it could turn out really great. Good luck!
Thanks so much for the feedback. This is greatly encouraging and I will work on this more.

Thanks!!!!