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(1 edit) (+1)

I’ve wanted to try this since seeing it on an IGC stream, so I wasn’t going in with fresh eyes. I liked the concept even if I think I accidentally broke the intended gameplay.

I remembered a climbing mechanic from the stream, but I pretty much only used the jetpack. I accidentally upgraded it after my first run and, since vacuuming up the radiation gives you more fuel, spent the next run barely touching the ground. If that’s not the intended way to play then the backpack could be nerfed somehow, maybe an overheating timer or something. I liked the premise and I think the bear theming is fun, though some of the outlines on the paw model could be cleaned up since it was quite noisy.

I liked the small loop of replaying the level to progress. It was fun in a tedious sort of way, like any other cleaning game, but the interactions felt a little flat. The improved sound effects you mentioned will help a lot and I liked the highlight + shaking when vacuuming, but some depth in the feedback might make them more varied. A few ideas I have are popping the little red balls off the cluster or making the radiation shake more violently as you clean them.

The initial roar on the radiation timer confused me too too, I wasn’t sure if 10/50 was good or bad until I stood there for a minute and saw it tick up. I like the limit and that you could convert collected radiation to remove it.

Overall I had fun, I just wasn’t sure if I was doing it as intended. Most of my gameplay was unfortunately on mouse+kb because my bluetooth adapter was acting up, but I recorded it! https://youtu.be/0jtGADQKVdI
And I just did a small bonus because I wanted to see how the climbing worked. I also realized that I pretty much never use dash: https://youtu.be/9A66qqYE8L0

(+1)

Hey Gamma! Thanks for playing and for the thorough feedback!
--Climbing Mechanic: yes, this was a larger part of the previous build that Doc played. At that point, the game was more about survival and resource management. Now it's more about movement and upgrading the character to allow for a greater range of movement. I want to keep the climbing there, but use it more intentionally for more Titanfall/Bloodthief-like mechanics. (less climbing and more wall jumping)
--Using the jetpack and the dash are now the primary modes of movement. The current playtest is more or less the first "biome" where platforms and landing spaces are abundant. Later in the game, there will be fewer platforms, so learning to use the jetpack and dash will be critical. You'll spend less time on the ground. This first level is meant to be easy for player onboarding in that way. It's a great callout!
--I did enjoy watching you move around the level and not touching the ground. It gave me a glimpse into how later game might look/feel.
--One thing I do plan to nerf is how quickly the upgrades are accessed. I made them easy to attain now, but eventually will cost more so it doesn't ruin the experience of the game. 
--Noted on the interactions feeling flat. I'm on the fence about keeping the "suction" mechanic. I may switch it to auto collect upon collision and mainly use the dash to collect. This is where I'm thinking about going with it. I received mostly negative/neutral feedback on the suction. 
--Noted on the radiation time sounds. I need to clean this up
--Noted on noisy paw model. Need to work on general visual hierarchy. 
--Lastly, on your second recording. I enjoyed watching you try to fly to the "distant level." This is actually the level that Doc played, but it has been mostly deconstructed. I kept thinking "oh no, what if Gamma goes there! what will it look like?" since I haven't looked at it a while haha

Anyway, thanks for all the feedback. I've already fixed a few things and can't wait to release the next build. I didn't get to your game on the playtest, but will play it next on my list. Thanks again!

Good to hear all that! I think dodging to collect the radiation is a fun idea! It would make the game a bit easier on controller too and could allow harder to crack pickups in later levels. You can hold off on the playtest if you haven’t already, I’ve still got some feedback to get through before next round 😆 I appreciate it though!