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(+1)

Gave it a spin. Like we say in my home country 'There's bread in this.'.  I couldn't play past the bugged cutscene for the prologue but I did play of the levels. 

So my feedback right now is this. 

Camera needs work. I started off playing with mouse and keyboard and it was obvious that you've only tested with controller because the mouse wasn't locked to the game screen. It kept leaving the screen, making the camera inoperable even when I returned it to the game screen. Look into that.

 You have a cinematic system, so I assume you have a way to take control of the camera away from the player. The elevator in the prologue is a good place to do that, because even with a controller it was frustrating to complete the sequence.

Next up the auto target for the grapple points. Sometimes the character doesn't rotate towards the movement direction, meaning the lock on locks back on to the point I just jumped off. Other times it would refuse to target a point. 

This is a personal grip but I find the over-use of the grapple to remove some skill expression. You already have double jumping for correction. Having the grapple being able to pull you to every single interaction point should make it impossible to ever fail (once the other issues are ironed out). Consider re-thinking where the grapple can be used.

There's a lot of delay between inputs and animations specifically when it comes to the combat. Dodging with Felix feels sluggish, the time between the input and actual dodge takes too long. 

Athena waits until the last frame of an attack animation before she can do anything else, like block. It makes things feel unresponsive, sluggish and unfun. 


I think that's a good start for now. Good luck with development!

Thanks for the thoughtful feedback! I definitely know what you mean about the difficulty of the grapple. I've gone back and forth on it.