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(+1)

Nice prototype! The character is quite well-modeled and animated. Transitions between the "pushing" hint vs. other walking is a bit abrupt, though, but it works and makes sense. Also kudos to the outlining of active buttons/etc.

Like others, I'm not a fan of top-down plus direction-specific WSAD movement. Took a bit of time to stop falling off the edges accidentally. :) But, thanks for bringing us back to the nearest box spawner. Perhaps don't allow the player to fall at all? 

If you keep WSAD being player-direction specific, maybe it would be better to force movement to the nearest 45 degree angle? A lot of my time was spent nudging boxes into the proper direction so they wouldn't go at strange angles. 

(An alternative is to just turn the world so it's always "in front" of the player. That could solve both control issues, assuming these are real 3D worlds and not clever 2D maps. But I understand that's a big look-and-feel change.)

Hope it wasn't just me, but I didn't hear any audio. Sound effects would help a lot too to provide feedback.

Another minor issue is that sometimes, walking near an open bridge shows the closed bridge for a frame. Nothing breaking, though.

Looking forward to more!

(+1)

Hey, thanks for playing my game.

I’m exploring this style for the first time, surely I have made some mistakes. The fixed camera angle was intentional. I wanted the player movement to feel smooth. Side strafing wasn’t an option and making player face or move at a certain 45 or 90 degree felt too restrictive.

As far as pushing the boxes goes, yes I had planned a fix to make the box get nudged in the direction of the player. This would have improved the experience. Unfortunately, ran out of time!

These are full 3D worlds, so turning the world is an option. But, the games that inspired this idea are known to be clever at reducing what the player can see to spend more time on assets that improve that fixed camera experience. Which means, I’m open to 2D maps and partly modelled worlds.

Yes, couldn’t add sounds. I understand this is a big part of the game, that I could not find time to do.

Your feedback is extensive and valuable. I will surely consider improving on the parts you’ve mentioned. Thanks again!