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An interesting game marred by less than great controls. Great character modeling.

  • The right click to move control scheme feels completely at odds with the gameplay. A usual wad movement would work much better.
  • The UI for what you have to get is textual when the information is coloured. What Nicole said is correct, it needs to be clearer and easily parsible.
  • The design of the game has a problem in that waiting around for the right colour of pirate to come up is pretty terrible when it just doesn't happen due to random chance. And then when you see the one you need come up and they're just walking next door and you know you have probably no chance of getting to them before they disappear... That sucks. The game  should be designed in such a way to create interactions.

Really feel like the base mechanic of running around with a puncher could be pretty fun if built more dynamically.

(1 edit)

  Thank you for taking the time to write such comprehensive feedback.  I agree with all of your points.  I made a huge mistake by spending a lot of time on the models and animation, which meant that I ended up submitting my testing level with UI that was hacked together within 20 minutes of the deadline.

  The original plan for the bounties was actually a bit more complex and the world was meant to be much bigger, which I think will solve some of the "waiting around for a pirate that you're probably not going to reach" problem.

As for the UI and controls.  Agree that in it's current state it's very uncomfortable, but I think the right click to move might still be a viable scheme.  I think the discomfort is mostly being caused by the camera position, which is actually only where it is because I was testing animation and forgot to put it back.  With the camera in a more Top-Down position and if the move speeds of the character, the punching glove and the pirates are balanced, I think the right click to move will play a lot like a MOBA.  What do you think?

Also, great job on Crimson Soil!!

(1 edit)

Maybe, but the moba genre relies on many different skills and a much bigger overview. This game has no focus on multiple skills and strategic maneuvering. It has one straightforward skill with a very small contact window and a pretty big delay. I really don't want to moba controls with these mechanics.

If you're trying to design a moba-like game, then start with moba-like premise in mind, I think.

And thanks! :)