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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

I had a lot of fun in this one. At first I was concerned for the movement speed, but it turned out you had designed everything to be large and work with the movement speed. I like that. I really liked how fast the air dashing made you. I found myself constantly making little sounds whenever I'd slide or air dash because it was just so fun to do. I'll admit that I wish there are more enemies and that the enemies with guns didn't alert me to their upcoming presence so soon. Very rarely did I ever enter a room and be surprised that there were enemies waiting for me.

That said, there are a few things that can be fixed. I found a lot of typos, particularly in the tutorial, but I'll cover those later on. I want to focus on the game play.

First, since usually you put up text when it comes to a new mechanic (such as the grapple), I'd recommend doing the same with the shot gun and how you can use it to jump. I only discovered it by chance, as the first jump you need it for I ended up using objects in the room to get the height I needed and had planned to keep doing that.

Next, I found trying to do multiple bounces on the bounce pads to be a bit difficult at times. If you land on the edge of the pad, it registers the bounce but doesn't keep your momentum. Meanwhile, control in the air is difficult.  Two different ways you can fix this are to either make bounce pads bigger or to give the player a function to drop straight down, possibly using the same key as sliding.

I also found that grappling can sometimes be picky about when it wants to work. When I got to the last stage in part 1, the one grapple was being difficult for me both ways; not swinging me high enough from one way and not allowing me to grapple until very late into the jump when going the other way. Both of these can get a player killed.  The former can be fixed by adding a way to build momentum and swing higher once you're grappled, while the latter... well, you'll just have to see if there was something special about that one grapple. Maybe its acceptable area for triggering the grapple isn't set up properly.

There's also a bit of an error in the tutorial. It says that you have to press RMB to use the super shot, but it requires the player to hold RMB to do so. I recommend ensuring this is said as players can easily just think the super shot is broken otherwise.

The last thing I want to suggest before I give you the list of typos I found is to switch the order of Retry and Resume in your pause menu. Resume should be the top option to ensure the player can't accidentally hit Retry.

Okay, typos. I'm just gonna copy the list as I wrote it in my notes.

- Graphics is spelled wrong in the settings. It's not "Graficks."
- Tutorial is spelled wrong in stage select. It's not "Turorial."
- Slide is spelled wrong in tutorial. It's not "side."
- With is spelled wrong in tutorial. It's not spelled "whit."

That's all from me! I can't wait to see part 2!

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Really, thanks so much for the feedback—I truly appreciate it! Seeing someone actually enjoy my first-ever game means a lot and really makes me want to keep working on it even more.

I was kind of burned out from making the game, but just knowing that someone else had fun with it gave me the motivation to continue and even start thinking about making Part 2.

One of the problems I had was that the game didn’t feel very original—just another FPS like you see everywhere. Also, sorry for the spelling mistakes;I am not that good in English, and I use a translator all the time XD.

I’d love to see your live reaction sometime. Thanks very much!