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Game was really ambitious and I respect you guys for it. We already talked on Discord about a few issues due to time constraints, but I think the overall layout is fun! The main struggles were an in-game tutorial, control schemes readily available, quality of life stuff to make sure the game is easy for people who may get easily distracted (me). If this game were made into a really well polished, short experience (Demo) it'd work perfectly for a game jam! We aren't expecting full games after all. I like the idea and this can be something that can be pursued further. 

How I approach it personally, is I setup a designated timeframe for all the content, gameplay mechanics, stuff I want to add to make it more engaging and fun, then a time purely dedicated to user experience. Does the tutorials make sense? Is it too easy to skip the tutorial? (I'm so sorry this is me) Are things obvious to someone that may be unfamiliar with games? 

I don't usually write long reviews but this seemed very passionate and looking to make a lot so I wanted to make sure you got the feedback you needed! If you ever need more feedback feel free to ask. 

Thank you for the detailed feedback!

Yeah, we didn't put as much focus on UX as we should have, the lack of tutorial or prompting in general is a bit pain point that keeps coming up.

Part of why there are four areas is because I wanted to be able to make a bunch of different aesthetics and enemy types, but the amount of floors in each one made the length to a bit higher than intended.