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(+1)

okok I get what you were going for and ngl, you did pretty good! For a solo dev and 1 week? This is pretty cool!

It was really hard to grasp everything at the start, but it grows on you with each attempt lol

I do have a few complaints tho :P

- Biggest culprit imo: The literal book of text at the start for a tutorial.. I see how you tried to make it like a diary or smthing that the player character wrote fro themselves but its really just makes it harder to read the whole thing..
Like instant of just explaining EVERY mechanic in one place you could have spread out the diaries of other survivors who tried and failed.. So like maybe their diaries contained info on what THEY tried and died.. So the player can join the dots and try to get through each challenge on their own

- The map:  It was explained alright in the diary yee, but it was still hard to read.. Like the yellow player marker and the island alone would be fine, but the red arrow was a bit confusing without context.. I get it needs to be a thing if the islands are not on the map, but id prefer if it was smaller and at the edge of the screens instead of really close to the centre (make it less cluttered and all)

- The crank placement: Its not THAT hard, but it does get annoying to navigate to the height crank, turn 180, get to the fan crank, turn 180 AGAIN, move to the direction crank and move that.. Also, the direction crank being the only one needing the kryboard and being without a display was kinda hard lol.. And the way the balloon rotates feels weird aswell, like why does the walls spin but the floor stays the same? That makes it harder to read where you are looking at or if you are rotating in the right direction.. Especially due to it not having a screen for its own :P

- The crank sound :sob: This is even more minor lol but im not a big fan of that sfx :P.. Thats it for that

Also, the last attempt i made, im not sure why but i THINK the loon was falling atp? but like while walking and i suddenly starting to fall at a slower rate i think cuz i was just floating up lmaoo, got in the fire of the loon and suddenly died (this was a bit ahead of the 2nd island on the first night in the storm)

Other than that? this is PRETYY good! Like its definitely fun to manage the position and speed of the loon but i DO wish instead of the screens and the waypointer in them, we just had to rely on our eyes and maybe a compass?

Like while landing, im usually pullin up, ahead then looking out to see how close i am or not, I enjoy that much more than just being fed that info through a screen :P
Tho i get that the game was already very complicated and the screens do alot for helping the player get to their destination... But maybe if you decrease the distances between them a bit, then even just a compass SHOULD be more than enough haha

Overall, I really like the idea! The game kinda feels unpolished for now (with the needing to work with that crank configuration, explaination of the mechanics in a literal book xD), but that is to be expected when you are doing a solo jam that too 3D not to mention the vast world u managed to create. So dont take my criticisms too hard at all.. Those are mostly things you can improve

Oh btw.. why was there always 1 piece of grass floating outside the island in the air lmaoo

Anyways, great entry with a really cool mehcanic + concept, I just wish it was more user friendly and all that :P!

Thank you so much for your very detailed and helpful feedback!

As for the tutorial, that’s definitely the biggest issue—it was added at the last minute, and clearly, a step-by-step guide or something like what you suggested would have been much better!

For the maps, I originally wanted to create a more organic navigation system using a spyglass, with the maps only coming into play when visibility was limited. But due to time constraints, I focused solely on the maps and added the red arrow. But yes, you’re right—I should have placed it on the side of the screen!

As for the cranks, I hesitated to place them side by side at the center, but to create movement, I arranged them this way. An upgrade system was supposed to address the repetitiveness and the need to crank the handles often, but again, I didn’t have time to implement it. As for the rotation, it’s the floor that’s spinning, not the walls—but yes, it does feel a bit strange, and a new screen at the bar is a good idea!

And as for the bug you encountered with gravity, it’s due to the fact that physics are handled differently in WebGL—especially at certain heights—which creates bugs that are hard to reproduce without extensive testing, which I wasn’t able to do.

I don’t know yet if I’ll continue working on this particular project, but it will serve as the basis for another game I want to make, so thanks again for this feedback—it’ll definitely help me a lot in the future!

(+1)

i see how the rotation was meant to be xD
I think i forgot to mention it before but i WAS confused as to why the rotation was inverted :sob:.. Gues i just missed that lol

Anyways, wish you all the best for this or the other game that you'll be working on!
Glad my feedback was of use to you :D

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Thank you! I wish you all the best in your future projects too!