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(+2)

I struggled a lot with the controls, mainly the sensitivity if the camera rotation. I didn't like the loss of control forced on me after traversing a building where I would be thrown or pushed back from what I was perceiving as the opposite direction i was trying to move. It took some time getting use to but eventually realized I could fight against this effect by tilting the rotation forward while holding W. But there were just times where I had to wait drifting in an unintended direction. I would consider adding more gravity to the weight of your fall if you are moving away from an intended direction. I have not really worked with 3D control so I can't say for sure. I have no experience with 3D games using horizontal wall traversal so that was interesting. I feel like this is the type of game that really places the emphasis on how the character is controlled and interacting with the geometry and physics. With some fine tuning of this control, it would be much more fun to navigate the environment. 

You should explain how to tag in the game, which I'm sure you have had heard enough about already. There were some points where I swear I could not find tagged cars when I had x amount left to find, but I'm sure I had spent enough time looking for them. I was like.... did the tracker logic not spawn? As I did not see any markers above the cars. But I could have just missed them. 

It's a nice confined space to convey the purpose of the game and to learn the mechanics within. 

I would consider coming back to play this game with more improvements and control over movement. 

If there was music and sound effects, it would drastically improve the feel of interacting with the environment (such as footsteps changing pitches and tones as you are running on flat ground versus elevated traversal~ vertical / horizontal. And even breathing audio cues). This game feels like a game that wants to connect with the player's physical interactions and movements. Even though this was a game jam~ you should definitely in later integrations include Controller Support   ;-]  In my opinion, Controller Support will help to connect the player with the movement along with overall tighter control of how it feels to move and rotate the character and their view

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Wow, Thank you so much for the detailed feedback.

I will try to make the fixes heavily emphasized when I have time (currently facing final exams season and stressing lol). Maybe my flaws especially less testing (I wanted to push the game within the time frame and little time I had but still not a very valid excuse I think) but I will try the movement think once I am free and will try to make sure the car choice system works as intended.
I agree that game feel is something pivotal that I should invest my time into and thank you for bringing that up. I actually also want to explore virtual input especially to help controller work with menus and bring them into game (the game actually works with controllers due to how unity's input system flexibility to add them easily from the get go) but virtual input for the menu is something that I did not have time for sadly.
All in all, I am very thankful for your feedback and I will try to adapt to what you critiqued as it is something I noticed within my game or myself.

crush those exams!! :D