A fantastic art style - I especially like the glowing yellow portals that open up. Inserting them on the roof added some really interesting verticality to the game which I didn't expect!
I agree with some of the other comments that the controls were a little difficult to master, however it played smoothly and I got used to it quickly so not too much of a problem!
Would love to see something with this style of lighting again - I especially love the spawning animation.
Even though I had a vague idea of where it was going, the idea was fun and I felt pretty good getting the hunter to light up at the end. I loved the in-game nod to the unfinished boss content. This game felt like a good prototype that with polish could be really fun. Good job!
If I were to add to this
I would tighten up the controls around jumping, as it felt floaty. There were a couple of times that I couldn't see a door directly above the characters, which I think could be fixed by a little lead of the camera.
The level was pretty dark as well. Maybe cutting the back off of the level and doing silhouettes would help the player pick his way through the maze better.
Game Design
I'm going to be using Jonas Tyroller's framework for fun for these reviews, so you can watch his video for more context around it. My day job is looking for ways to improve things, so just because I offer a lot of opinions on that, don't think that I didn't like the game. :D
Impact
For impact, I felt like the individual stars could give more reward to the player, such as a pleasing sound. You have a sense of progression, with lighting the stars up. Maybe highlight that by animating the collecting of the stars. Another one that might increase the impact would be to animate the doors opening. There was a vertical door that opens up after a certain star, that I had no clue until I stumbled upon it. Some stars flying over and opening the door might have been nice.
Challenge
I think the game could be made more challenging by making the jumping more impactful. One thing I noticed is that there is no damage invulnerability timer, which would allow the player to experiment more without fearing death due to being stuck in a spinny red blade.
I'd love to see what you had in mind for the boss!
Fantasy
I think the framework of a good fantasy is here. Maybe make some more nods to it in some of the design, either the level, or a slight story around why I'm running around. With some reason to be doing this, the actions can have more impact as well.
It’s suppose to be that dark, but I guess it was a bit too dark, but I can see why silhouettes could help.
I actually thought about making the player gain skills/powers based on the amount of total stars collected.
Oh that’s a pretty cool idea for the doors.
Thank you so much for the feedback!
I keep in mind Jonas Tyroller’s game design for future games.
Ngl that's a pretty good concept, fits really well with the theme too
My only complaint is the controls, they felt both super slippery and clunky in the case of jumping and attacking, a bit of polish and this could be pretty cool.
Hopefully my next game will have better controls, was the music really that loud? I’m really sorry! I will also add a volume system for my next game :D
The lighting and sound are ace in this game! Music fit's really well. I found the controls a little hard, espicially with the jumping felt a little slidey, which made some of the more precise jumps difficult. Also I don't think I ran into anything I could "kill" after the tutorial one (might of just been me ;)).
Comments
I really like the concept, but at one point it was kinda hard to see what was going on, because everything was so bright.
A fantastic art style - I especially like the glowing yellow portals that open up. Inserting them on the roof added some really interesting verticality to the game which I didn't expect!
I agree with some of the other comments that the controls were a little difficult to master, however it played smoothly and I got used to it quickly so not too much of a problem!
Would love to see something with this style of lighting again - I especially love the spawning animation.
The controls is something that I’ll definitely improved in my next game!
I’m glad that you liked the way lighting looked, it was my first time using it, so it was really hard for me.
Thank you so much for the feedback!
Even though I had a vague idea of where it was going, the idea was fun and I felt pretty good getting the hunter to light up at the end. I loved the in-game nod to the unfinished boss content. This game felt like a good prototype that with polish could be really fun. Good job!
If I were to add to this
I would tighten up the controls around jumping, as it felt floaty. There were a couple of times that I couldn't see a door directly above the characters, which I think could be fixed by a little lead of the camera.
The level was pretty dark as well. Maybe cutting the back off of the level and doing silhouettes would help the player pick his way through the maze better.
Game Design
I'm going to be using Jonas Tyroller's framework for fun for these reviews, so you can watch his video for more context around it. My day job is looking for ways to improve things, so just because I offer a lot of opinions on that, don't think that I didn't like the game. :D
Impact
For impact, I felt like the individual stars could give more reward to the player, such as a pleasing sound. You have a sense of progression, with lighting the stars up. Maybe highlight that by animating the collecting of the stars. Another one that might increase the impact would be to animate the doors opening. There was a vertical door that opens up after a certain star, that I had no clue until I stumbled upon it. Some stars flying over and opening the door might have been nice.
Challenge
I think the game could be made more challenging by making the jumping more impactful. One thing I noticed is that there is no damage invulnerability timer, which would allow the player to experiment more without fearing death due to being stuck in a spinny red blade.
I'd love to see what you had in mind for the boss!
Fantasy
I think the framework of a good fantasy is here. Maybe make some more nods to it in some of the design, either the level, or a slight story around why I'm running around. With some reason to be doing this, the actions can have more impact as well.
The video was really interesting!!
It’s suppose to be that dark, but I guess it was a bit too dark, but I can see why silhouettes could help. I actually thought about making the player gain skills/powers based on the amount of total stars collected. Oh that’s a pretty cool idea for the doors.
Thank you so much for the feedback!
I keep in mind Jonas Tyroller’s game design for future games.
Ngl that's a pretty good concept, fits really well with the theme too
My only complaint is the controls, they felt both super slippery and clunky in the case of jumping and attacking, a bit of polish and this could be pretty cool.
(my ears are bleeding now lel that was so loud)
Thank you for the feedback!
Hopefully my next game will have better controls, was the music really that loud? I’m really sorry! I will also add a volume system for my next game :D
The lighting and sound are ace in this game! Music fit's really well.
I found the controls a little hard, espicially with the jumping felt a little slidey, which made some of the more precise jumps difficult. Also I don't think I ran into anything I could "kill" after the tutorial one (might of just been me ;)).
Good game!
Thank you for the feedback!
There was going to be enemies and even a boss but sadly I had no time.