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I think the game has potential, unique art style, and a clear vision, but the main mechanic does not feel satisfying and we need more world context.

I would say the onboarding experience is pretty frustrating. The menu being part of gameplay was weird since you can control both at the same time. Also you start facing the end of game where you dump all your radiation? The art style is so abstract I don't know what I'm looking at and where to go first loading in. It was made even harder since we don't any controls yet, so trying different buttons made me zip around a lot confusing me and I actually fell of the map (also did this in the main level) because you have limited boost and lack of collision. The only way to keep playing was to reopen the game. There needs to always be a check in a 3D game to kill/respawn the player if they fall too far past the floor.   It took me a few minutes to get out the staging area and almost quit there. Games like this would typically start you in the first level so you can learn and play the game first before worrying about upgrades and stuff.


Overall, the readability proved my biggest issue. It being so unique and placeholder art made it frustrating to figure out what is going on. I couldn't tell what type of platforms were or what the radiation was. The radiation sucking requires a lot more feedback. It's hard to tell it's doing anything, collecting doesn't feel fun, and there is no challenge to collecting them. This makes upgrades feel unnecessary since they're not needed to make the game easier or solve harder puzzles. 

I feel this game has something to say, so I'm curious to see where it goes next.

(+1)

Hi DietDrMilk,

Thanks for the feedback! 
Regarding the onboarding, I agree that the menu/gameplay issue is frustrating. I thought that I already had a solve in place for this, but it seems like a few players had this same feedback, so there must be something I haven't accounted for yet. The character should not be moveable while still in th menu. This will be fixed for the next build. 

You had a great callout about the starting area. I think from now on I will start the player in the actual level and let them get used to the controls through the tutorial first. (also will fix the "fall through the level" bug)

Regarding reabability, I know I have a lot of work to do here. Still undecided on how to handle the radiation blocks. I've gone back and forth on them throughout development. 

And lastly, for the radiation sucking, I need to make a major decision around the sucking mechanic. Agreed that it's lacking major feedback most of it is placeholder at the moment. (I may even remove it entirely. we'll see)

Thanks again,

Alan

(+1)

Thanks for the reply!

Readability was also an issue for the blocks you couldn't land on either (ones with an X). Not sure if it was on purpose, a missing upgrade, or something I didn't understand. I just figure the X meant I couldn't stand on it, but at that point I wasn't sure why it was there.

As far as the radiation blocks go, affordances and signifiers go a long way. So if they shared color/appearance to the radiation clouds, the connection may be stronger. You could also have like a sound cue when approaching radiation like the radioactive detector static commonly found in games.  

Thanks! Readability will be a big part of the next build once I take care of some of the jank and collision/collection issues first. Thanks again for your feedback and followup. Hope you'll give the next build a try to see if it plays better!