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Ok, more feedback.

I get all the eggs, so I think I finished the game. First, the positive points. The way you show the theme and expand the game about this point of view is fantastic, very clever, minimalistic in visuals and art (for me this is good and interesting). A fresh view of the theme. I liked a lot playing it, because I wanted to know more about it.

On the negative points, experience lack some “juice”, and, IMO, the movement need to be a little faster (like 20% more, maybe). And there is some info that are less interesting than other.

Please, keep going with this project in the next session of Trijam 333 (part 2). I want to see more details of “Things You Can’t Unknown” ^^

(+1)

Thank you so much for this comprehensive feedback. I've noticed a few players complaining about the movement speed, so if I decide to update the game, I will focus on that problem. As you mentioned, some information is less engaging, I agree - but also as a game developer: [more info] = [broader audience] = [something for everyone]. As for the "juice", I am not entirely sure what "juice" to add. I am open to suggestions. What do you think could make the game even better? Perhaps some sort of interactivity with the environment?

I will see if I continue working on this game, I will see... Thank you once again.

More interactivity could be nice, or minor aspects that enrich the walking experience, that make a game feels like a living entity. In my game, I spent 6 minutes of development to add a breath with vapor for the player and a sound. Not necessary, but introduces something visual that feels alive. Even if no one notices it (consciously) is still there. Then, when the player falls down, instead of put a screen or a message, I only changed the breath to an altered one. The player knows that the fall had a cost (the flame is lower now).