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Requested feedback:

  1. I would be interested in a finished and polished version of the game
  2. More depth in some form, at it's core the game is great, and gameplay is great, see more in #3 and the additional critiques below
  3. I think the game is absolutely great and a ton of fun as a distillation of an idea, and is a solid starting point.  As it stands however, it lacks in staying power and invitation.  I have an interest in video games as art (visually, mechanically, performatively, theoretically, etc.), so it's enough for me for it to be in front of me and part of this jam to want to get into the game, try it out, see all it's bits and flaws. 
    For your average player though, you'll need to consider who your intended target audience is, what their genre conventions are, what their typical buy in is, and what their expected reward or return of investment is.  It seems like you have an idea of what the first two are.  For the buy in, this is the reason a player wants to play the game in the first place, and this can be adjusted in the game / store page by anchoring the player's expectations either visually or narratively with the trailers, screenshots, title screen, and prologue of the game. The reward a player expects can vary, but it will be related to their buy in.  These are generally intrinsic rewards, and some games achieve this through story, narrative, character development, progression, and simply shiny lights.

Further smaller critiques:

  1. I really like the art design.  The sprites and animations are really well done.
  2. Arrow keys don't light up on the tutorial like WASD or the Mouse keys
  3. With the attacks triggering from the mouse, it's odd to have the attacks be based on movement.  My brain wants the attacks to go in the direction of the mouse instead of movement.  This could be remedied by moving the attack buttons to the keyboard as well.
  4. The character appears above vertical walls
  5. The Juice bar overflows.  I missed what it meant in the tutorial, but i saw it while reviewing the VOD.
  6. I'm not sure if one of the doors is bugged, but I couldn't get through it.
  7. The game crashed when attempting to quit

The link to the VOD is below, and will be available for 60 days.  If needed for longer please reach out, and a highlight can be made.
https://www.twitch.tv/videos/2564275687?t=0h50m6s

Thank you very much for your kind words, VOD, and thoughtful feedback! I have plans to come through many of your bigger critiques to have a beta version complete by January. Here are some things I aim to deliver in the beta version:

  1. A story to the action that is engaging and doesn't take itself too seriously.
  2. A tighter gameplay loop that is evident to the player and intrinsically rewarding, including "Gadgets" which will allow you to perform special attacks and have other effects on combat such as healing, dashing or sprint mechanic depending on which gadget you have equipped.
  3. A keyboard-only control scheme. (Thank you for the commentary on this, I have considered it before and actually in the pre-alpha you can use the "L" and ";" keys to attack, but I'm considering other solutions as well.)
  4. At least one boss fight.
  5. Generally increased polish and artistic consistency & juice across the board, including balancing sfx :)