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The game is interesting and has a really cool premise. The idea of being a superhero with incredible powers, yet still not having control over everything, creates a strong and thought-provoking contrast, in my opinion.

I found the gameplay pretty funny, especially throwing enemies around. I actually spent a while tossing them into walls while still in the tutorial haha—it was probably the first mechanic I tested, and without a doubt, it’s very well implemented.

I liked your models, both for the environment and the protagonist and enemies. That said, I think even using the same base models, you could vary the enemies a bit more by changing their skin tones or clothing colors. That small detail alone would already make the game feel more alive.

Something I noticed in your game—and it’s something I’ve run into myself—is having large areas in the environment without many meaningful elements, structures, or gameplay reasons to justify their size. It’s not a huge issue, but it does increase the feeling that the world is a bit lifeless, even though there are things to do like throwing enemies (seriously, I really liked that) or trying to punch them while they’re attacking you.

Another important point is that the game has some UI issues. For example, on my monitor, the start button was positioned too low—I could only access it in fullscreen mode. Also worth mentioning are the player information elements displayed in the top-left corner, like health and even how long you’ve been holding the mouse button to charge a super punch.

Information that directly affects gameplay should be more visible to the player. For instance, a bar filling up in the center of the screen while holding the button would already make it much clearer how powerful your punch is. As for health, something I’ve recently started doing in my own games is showing a bar or full/empty icons only when the player takes damage, so you only see that information when it actually matters. Of course, that approach depends a lot on the type of game you’re making.

To make the tutorial more immersive, it would be interesting to have shorter rooms and introduce each move in a more linear way. Even though the current version already separates things clearly and provides an enemy to test each move, presenting everything at once can feel like too much information.

Overall, it’s a solid piece of work that has a lot of potential with some polishing. Congratulations on the project, and best of luck in the jam!

Thank you for the very detailed feedback, much appreciated! Also glad to see you liked the premise cause that is probably my favorite part of the entire project.

Regarding the empty space and large areas it was something I realized myself in development but wouldve taken too much time to fix and I definitely overscoped so I had to simply bite the bullet on that one.

I was unaware of the UI issues with the buttons being too low, that is probably more issues with the web build cause I know a lot got messed up with that, but thank you for mentioning it so I know to double check that in the future. I know all of the UI is kinda trash but I was running so low on time when I implemented them, Im going to try to focus on those types of details earlier in the process next time.

All of this is really good stuff to know and consider though, so thank you for taking the time to bring it to my attention