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(2 edits) (+1)

Hey thanks for the update I gave the game another shot! While I didn't play it all the way through I was able to experience it properly. I was impressed with how large the game is, I'd go down a door expecting like a single room and find what felt like an entire level haha. I do have some feedback:

  • Controls: I didn't use a controller because there was no option to invert the camera up/down, so I just wouldn't have been able to play since it is the inverse of what I'm used to. But the KB&M controls worked great :)
  • Combat: I feel like there should be both audio & visual feedback when taking damage (or if there is, it should be more obvious). The first time I fought the bomb guys, I realized after the fight that I had taken a bunch of damage, and had no idea during.
    • On the topic of those guys, wouldn't bomb enemies self-destruct when attacking? That added to my confusion
  • Levels: the downside of them being big is that they're easy to get lost in without a map. Also, I think I often was locked out of retracing my steps which is something I tend to to re-orient myself
    • Because this feels Zelda-influenced and from the text I appeared on screen, I am guessing the (new) starting area (the subway station I think it was called) is a sort of "main map" that leads to dungeons. However, that main map is also a set of rooms to navigate and not very open, which again made it hard to understand where I was and where I was going.
      • If  the game is meant to be a linear collection of levels, than change my feedback to "I didn't understand that" haha
      • I do like the zelda-style puzzles with pressure plates and rooms with mini-bosses to beat to get items. Brings back some nice memories!
        • If I'm not crazy there was some "show the lock before the key" stuff going on ;) Nice job!
  • Art: The main character is distinctive and spooky. I am a little bit confused about the theme since the game goes from a subway to a castle that houses walking bombs haha Obviously a lot of the art was greyblock so I won't put too much judgement on what is placeholder
    • Personal opinion: it is better in a jam to focus on quality of very little time than longer level since everyone is pressed for time and the feel of the game (from the controls to the art) is something the players experience every second while extra content requires that the player already likes earlier content.

That's all I got. Good job making a submission, it was cool to experience it :)

Edit: what is the twirl supposed to be useful for? I just used it to try to go a bit faster

(+1)

Thanks so much this is a lot of feedback, I'm glad. The twirl is intended to be both a quick dodge but also you can use it to go a little bit faster if you want, like the roll in Zelda. And while I don't have controllers in menus yet, there should be an option in settings for inverting the camera. Don't know if it wasn't working or you missed it but either way I apologise. Thanks again for such a big response, the feedback is greatly appreciated.

(+1)

You're right the camera option is there, I just missed it it, my bad! I think I expected it to be in the controls tab for some reason but that doesn't really make sense