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(+2)

as an added feedback - I was thinking about the player presentation. I think you could've leaned into the size a bit more.

Either you could've brought in the camera and widened the field of view to make the player feel like they are an insect in a big world or you could've pulled the camera waay out making the player character feel tiny and slow.

Just something to think about. :3

(+1)

we kicked around with making the character slower, and found it mostly limiting, i was i think trying to aim for the 'little guy in a big world' feel but we didn't manage to get there in time, the main factors i believe (as art lead not design lead so take my feelings with a grain of salt) need to be changed/fixed is a) being caught needs to be a cutscene, the scientists and monster should stop in their tracks once they're in range. b) the timer should be removed all together since the energy system already puts you on a timer, c) i had wanted to put in shaders and alternate textures on items so the more you drain the ship the more everything distorts and turns strange, though we never ended up managing to get to that point of implementation. 

I think you're right on the camera feedback, a more robust system would really make this pop, thanks so much for your input c:

(1 edit) (+2)

Yeah, I think the player had a really great move speed - it was really fun just to jump and run.

I was really thinking about how the camera distance makes you seem more slow if it's far away. Games like BELOW are a good example.

Or Among The Sleep for the inverse approach - but both make you as the player feel small.


The idea of morphing the environment with progression of the game would've been dope!