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(+1)

Hey I tried your demo, I played it with mouse&keyboard... pretty cool, it has some potential and the aesthetic is very nice! I'll add now some personal notes:

  • In the "Options" menu when I select a checkbox and change its value I cannot see if the tick is there or not because it's white-on-white
  • I would add a bit more contrast between navigable map and black non-navigable "void", sometimes there's no distinction between them and I get kinda confused
  • The fact that you have a "health bar" on your body is very cool, I would add more states to that (so for example the more the damage you take, the more the cracks appearing on the body)
  • I would add directional arrows on the sprite for "Aim" icon (when pressing Action key) while in Keyboard mode: in the beginning it confused me and I thought it was WASD
  • The combat is good but I'm not a big fan of keeping spacebar pressed when you need to perform an action: I could see this game work anyways even with a simple "twin stick shooter" approach, so maybe you can try removing the spacebar action and let the player perform the action immediately, also by adding a mouse cursor and see if it works! Also the "cone of action" that appears when pressing spacebar is futile in my opinion
  • I did not understand very well the purpose of "shout" and "shock" actions
  • I would add some variety to the sprites of creatures that are enemies and friend (I see they have some kind of "icon" on their heads but maybe some variety also in their sprite would improve readibility)
  • Enemies are very simple and "cheesable", I would add some more variety and unpredictability to their behavior
  • Possible bug: music when changing between Dead Clearing and Calming Tears isn't always triggered

Hope it was useful in some ways. Keep up the good work!

(+1)

Thanks for the feedback and catching those little details such as the Options.

I will remove the holding of Sprint and Action entirely in favor of toggling. I also didn’t clearly explain that the usage of Slice, Shout, and Shock were to allow you to befriend and remove the frustrations denoted by the icons on top of the Beings. Doing the wrong action will make them angered, and after 3, will only allow you to use Slice. Making other actions ineffective. I initially thought that since the HUD showed the icon that had some similarities to the ones on top of Beings, players would gravitate toward trying it but it seems I need to better explain that. So I will be adding some text on it at the starting area.

For these early Beings, I think they’re fine that they are cheesable. If one does choose to befriend instead of slay, I actually did want players to cheese them a little. Maybe slowly drag them out of others’ way so you don’t hit other Beings with the wrong Action. But harder Beings are in the works and I’ll look into more bullet hell style for the later Beings.

I’m still thinking of how to make the cone of action better, but I won’t remove it. I don’t really wanna do the rotating guns like other twin-stick shooters so I still need something for Keyboard-only and Controller. Plus, the Shock action relies on it as it isn’t a projectile. The player must have the Being in that cone for the Shock Action to work.

(1 edit)

Oh okay, now that you explained to me the other actions make a lot more sense! For that matter, I once befriended a foe without knowing why, just outside Calming Tears, and I thought it was scripted but now I understand that I did the right action by chance. I will maybe replay it with that knowledge you gave me.

That's ok for the easy enemies in the beginning, totally understand it.

If you really wanna keep the cone of action you could make it a transparent area instead of an outlined one as it is now. Or, if I may suggest again one way to remove it totally, you could make the shock action sprite/animation to be in that cone area in front of the player (also the area of effect of the shock was not very clear to me in the demo).

PS: I approve the toggleable key for actions too!