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This was extremely good once I was able to properly play it, but I spent around an hour wandering the first section, as the audio seemed to get stuck on the delivery point and I couldn't manage to navigate the loop points to it. I even partially decompiled the game and found your tilemap that shows where they are, and only barely managed to stumble into the right path after trying a ton of times. After that I managed to get through the rest quite easily using that tilemap, because I had spent so long at that point I didn't want to bother making my own. This leads me to my suggestions/criticisms:

  • The sprint speed should be the default one, or move the sprint button to shift, as holding ctrl hurts your finger after a while.
  • There should be some kind of built in mapping feature, footprints that you leave as you walk, or at the very least a compass to help get your bearings (The instruction to go north only made sense because I had the tilemap).
  • I think a better way of doing the first section where you follow audio would be to have the audio player on a path that it moves along as you get near it, instead of jumping to set points. I found that even if I could tell exactly where the audio was I would often be on the other side of a wall from it, then have to find another way around (Granted it would be a bit more complicated due to the teleports).

Hey! Thx for giving my game another shot! TBH, if I were to make the game again, I would definitely go about it completely differently (like having each of the puzzles slowly combine and teach you the mechanics of the game instead of them all having their own separate mechanics). As for the feedback you gave me:

  • Yeah, you're right about the sprint mechanic.
  • I did consider adding a breadcrumbs mechanic (something you can place down to tell where you've been), but was worried that it might've broken the illusion of the looping points. A map is probably a good idea, though. I can also see how a vague direction to go north when you have no sense of direction would be confusing lol.
  • The audio in the first section is very janky, I'll admit, and your idea of putting the audio player on a path is a very good idea. I haven't worked too much with paths in Godot, so I never even thought about doing it like that. 

Overall, I'm greatful that you spent so much time with my game and gave me some good feedback!