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Very fun, just played it at the game jam. I have thought about that left trigger and right trigger suggestion but i don't think that is the right direction. The game as it is has a very good and interesting feel to it, but that feel comes at the cost of a lot of gaming habits. It is a hard task to communicate something to the player that goes against their instincts, especially if what you are trying to communicate is a leap. I feel like at the start of the game you expect people to make too big of a leap/jump(both figuratively and literally). Maybe easing them into the experience (game The Witness has a really pronounced way of communicating with the player slowly and really getting the point across), would be a better start. The biggest hurdle in my opinion the players have to overcome is holding the move button when they wish to move. Putting in a giant blinking red light or an overheating meter when holding it for too long would do wonders I believe.

(+1)

Was thinking the same thing, I plan to add 3+ levels on the start in order for them to be kind of a "tutorial" with clear wording of how it supposed to be played. One thing I come across all playtests so far is that 60% of the players are not figuring ouyt that you need just to shoot instead of shoot + hodling the movement button. 


Thank you for pointing this out, all is noted! wait for an update! :)