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Hey! I tried your prototype, and while it seems like it's in its VERY early stages, I'll try to give some comments on what it feels like and where I could see it heading.

From the control methods, I think what I could see working is the individual motors control - it is simple enough to understand and it instantly provides a bit of depth to the handling of the rockets.

In that regard, it also provides funny scenarios while you're learning how to control the rockets, almost QWOP style - this could favor leaning towards the more "friendslop"/intentionally frustrating angle of making races where everyone is bad and keeps crashing into each other at first. Not sure if this is what you have in mind, but that's where my head went.

On the more formal side, the map vs ship ratio seems correct to not be exceedingly hard. A small tweak I would make is have some degree of directional auto-correct after crashing into a wall, since you tend to spin around several times and it's very hard to recover the proper direction without thrashing all around (the turn radius tends to be a bit high).

I could not test the multiplayer, so I'm basing my impressions off of just taking the ships for a few spins. 

Overall, right now it seems like a proof of concept more than anything, and there could be something there - but right now as it stands, it could be a million different things, so I'd decide on that moving forward.

Thank you so much for the feedback. This was really helpful :) 

Yes, you are right this is VERY early stage. What we are testing here is how the different controls works, and which of the levels have the best level to rocket size ratio. 

The QWOP is not what we are going for, but it suddently made us discuss a lot of things, and wether this is where we are going to take the game, because you are right, that this is a place we could take the game. 

If you dont mind me asking - what rocket did you play, and what level did you play? And did you use a controller or keyboard?

Thank you again for testing.

And for anyone reading this message, being interested in testing synaut's game, you can find that here: https://itch.io/t/6163142/dark-roguelike-with-dominoes-and-rituals-need-feedback

The QWOP thing is just an idea (I'd find it cool but it might be just me) - the main takeaway is that, at this stage, this could be a thousand different games going forward.

I think I only tried the first map, and most (if not all) the ships - the one with the biggest "turning" was almost impossible to control (also I think the numbers are wrong? One of the ships had a lower number on that stat but would just spin around like crazy).

Also, while on that point,in the future I'd simplify those stats on the UI - instead of big, unnecesarily granular numbers, you could show something more categorical, like a rank (e.g. from C to A) or something like 5 bars that fill up (like mario kart and other games do for the car stats).

Anyways best of luck, looking forward to see where it goes! (dropped a follow here to catch up later)