Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey, bold move on going 3D!

Handling camera is definitely a challenge when working with 3D platformer and you managed to workaround it nicely by fixing its rotation and the overall game grid to 90 degrees increments. Something I'd suggest is to make the light follows the character instead of the camera. This would had helped me a lot navigate this maze!

Regarding the overall game, I missed incentives to keep playing it. There were no mechanics that gave a feedback about my progress or if I was doing any. Using the Hazard recipe to make the lava deal damage helped me understand I shouldn't fall on it. But I didn't actually understand what should I do, so I fell back to the usual "put your right hand on a wall and you will find your way out" approach. This helped me progress a little bit more, but due to a lack of incentives I felt more likely to quit than to stay.

You could fix this by offering a score system with some collectibles just so players can understand if the current run went better than the previous one, You could apply a breadcrumb pattern to hint players about where to go or at least where they already visited.

Since there's no story  to hint a goal or anything, I think there's room for improvements in terms of actual game design (creating systems of incentives).

I liked how you made use of moving and path following platforms, though! You could've definitely checked their boxes in the "Recipes Used" forms.

Here's my play session, btw: