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This was a neat game! It started off well with the dialogue - the juxtapose between Keith & Elindraven'el was funny, and the narrative premise was interesting. It would've been interesting to see more dialogue from Elindraven'el, but maybe it was there & was just based on hitting certain distance milestones.

The gameplay loop was fun once I got a hang of it, but that took a while. I think some more explanations for the upgrades could've been really helpful. I'm not sure how the costs for upgrades and the rank of the skill correlate; I would've liked some sort of guide that told you how much an upgrade would cost. It also would have been helpful to have some sort of explanation for what each skill did. Some of them became obvious after buying it & seeing how gameplay changed, but I think it still would've been nice to be able to see that information before buying an upgrade. 

It would've been nice to see some sort of confirmation of how much distance was covered on a run - it's a bit hard to keep track of the number while also focusing on the obstacles. It also would've been nice to have more tips/guidance throughout the game. I think a sentence or two on the death screen would've worked well, possibly influenced by how the run ended (so a short explanation of some facet of how Energy works if someone lost from Energy dropping to 0, some tip about movement if someone lost by colliding into something, etc). 

I'm not sure if it was just because I'm not very familiar with these sorts of games, but I thought movement was unintuitive. I don't really understand why the ball was jerking around so much, even when I got Control fairly high. I also didn't understand what determined the rate at which Energy dropped. Sometimes a small tap would cost 20 energy, and sometimes the same tap would cost up to 500 energy. Also, the health boxes for the clotheslines were a bit wonky. Visually I wouldn't connect with the clothesline, but the run would still fail (mostly at higher skill levels). 

Something that bothered me when I had low skills was that the ball would sometimes drop too far to recover from if I didn't immediately start with spacebar. I think having the run start when the player presses space for the first time could be neat, rather than having it immediately start after they reload from the loss screen. 

The thoughts you could hear when running into people were really funny, and the voice acting was well done. I also really liked the sound effect for the moving ball. I think some music could've enhanced the game. 

Also, the application files all refer to the game as Mind Reader, which I'm guessing was an old name. Having the files & itch.io page under different names was a bit confusing. 

Overall, it was a really impressive game for not having made games before! It was fun and had a solid core gameplay loop. I'm looking forward to seeing what else you make. Cheers!