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Hey! This has got some real potential. 

So one thing I would suggest is adding some sort of ability to "stick" to a wall, kind of like how you hold down the lctrl to not transfer surfaces. I think that would help alleviate some frustration with the platforming. That and some control tweaks.

I'd recommend checking out Aliens VS Predator 2 and the Aliens VS Predator reboot. They both have Alien campaigns which primarily focus on shifting from surface to surface by sticking to them. They let you climb on walls, ceilings, etc. Might help with the design of this game. 

It'll be cool to see what you do with this. 

Hey, thanks for your feedback!

You're definitely right about the controls. I think the issue is that, as the developer, I knew exactly how all the movement systems worked and so it was very easy for me to use. But, after seeing my brother try playing the game, I realized that it wasn't nearly as easy for someone who didn't have such thorough knowledge of the movement.

I checked out Aliens vs Predator, and it definitely has some interesting movement mechanics. Not quite what I'm going for, but I'll definitely have to experiment with smooth camera rotation from one surface to another, since that's a very disorienting part of my game. Maybe once I really figure out how quaternions work.  :P

I'm glad to hear you think it has potential! It's my first time developing a game and not just little bits like, I dunno, procedural generation or third-person movement, so it makes me very happy to hear it wasn't a complete failure. Maybe I'll continue development on the game one of these days, although probably not soon.

Thank you again for your input! It's good to hear ideas and genuine reasons as to why some function is bad, rather than someone only telling me they don't like it.