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Hi boys, so... there are problems.

Level Design: Overall was fairly solid, but especially with the 2nd level it could feel more like fumbling around looking for hidden passages, rather than puzzle solving. Like for instance I completely skipped the path to the switch after the lava lake, since every other switch is on it's own path and it's a dark rock climb on the side of the wall that's almost invisible when the screen gets dark, the only reason why I even went that way, was because I already touched every other wall around and finally saw the rising stone above the skyline.

Collisions: I don't know who handled those, but seriously, why do some random stones lack collision. On the flip side, why do some pits have shelves that DO have collisions.

Box: Why does it cover like half the screen bro, I just want to see where I'm going with it.

Platforming: Is there even coyote time? Because it didn't feel like it. Overall the player controller could use some work, acceleration, deceleration, hang time, higher fall speed. You know standard platformer stuff.

Cursor lock: Mostly a web issue sure, but it would be nice if it would unlock the cursor when you press ESC so you can actually full screen the thing if you exit out of it.

Weapon Sway: Or more adequately item sway for this game I guess? It would be nice if the "strange device" wouldn't feel so static on the screen and would sway a bit when moving the camera.


Apart from that, it was still mostly enjoyable, the actual puzzles were nice and the graphics were coherent.

Now that you mention it, I do agree that the 2nd part after the lava pit was placed awkwardly and especially with the walls and terrain being the same stuff mustve made it even harder to notice..
My idea for that was that before entering, you can see the pink glowing thing on the top. So the playyer would go in expecting to reach that cliff from the tunnel. And after finding the lever after the lava pit, they would remember there being another pink glowing lever on the cliff with no way to get to. Just a turn back and climbing would reveal the answer to that question.

But i could have definitely designed it better.

For the collisions.. I take all the accountability😭
Its just that I had to change the meshes and the collisions so many times, I missed a few. I mostly stayed on the main path while testing most of the time, so missed alot of stuff due to that aswell. There are still some holes here and there which i saw too late :(

The box problems can be blamed on randint tho xD
I did tell him about the problem, but it not really being a game breaking thing put it much loewr on the priority list

And No, there is no coyote time :P
I mostly just made the collisions slightly extend around the meshes but seems it didnt help that much haha
It was also cuz we got so used to playing with it that we stopped dying at all. Thats just a reminder of how important it is to get your game play tested haha

For the cursor lock, im pretty sure you can do that (I tried and it works). On itch, it unlocks the cursor by default if you press esc. And that works as expected for me, so im not sure why it didnt work for you.

Ahh yes, again, I thought of this, but it was much lower on the priority list so we just ignored it :P
But i do agree that it looks kinda ugly being static

Anyways, thanks a BUNCH for such detailed feedback!!
Mostly everything you pointed out was completely reasonable and just mistakes on our (mostly mine :var:) part

Really appreciate it!