Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

This prototype is really interesting! Definitely one of the most promising ideas, and a really unique spin on games in general. The comic book style, both in gameplay and art was very cool to play with once I understood how exactly it worked. In terms of things to improve, This prototype was a gigabyte large and didn't seem like it had enough content to justify that size, try and keep an eye on how large your game gets. Alongside that, I have quite a strong computer but was only able to run the game at 120 FPS, my friend on the other hand who has a weaker computer was only able to get the game up to 30 FPS. If you can manage the performance and game size, you have a really cool direction going on, and I'm very excited to see where you take it!

(2 edits)

I really appreciate the playthrough, and the review. You've given me a lot to work with.  You're right that there isn't enough content to justify the gigabyte. I think that's likely the result of me porting over to the newer UE 5.6 preview and I haven't taken the time to learn how to optimize for file size yet on the new platform. There isn't a gb worth of anything in my actual game, at least not until I do real character models. I'm surprised you were able to get 120 fps, or 30 for that matter. My frame rate cap must not have worked in your case. Their 30 fps is closer to the intended experience. I had capped the frame rate to max out at 24 frames per second to feel more animation like than a video game. 24 fps is animating on ones, 12 is animating on twos, but that is too slow for the mouse camera angle change to feel right. So the game is designed to feel like animating on ones. I was worried that the comic book style would chop up the screen in a way that would crowd the play experience into a tiny box. But it doesn't sound like that was what it did for you. That's a relief.