Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The intro is pretty good.

I think a good intro should leave you with questions that draw your interest further into the game. I think you leave an OK plot question "what happens to bad art when it is sent to the trash lands?" but as far as themes go, there's nothing. You say in the intro "these flawed sketches hold something precious: the courage to create". instead i think you could be more vague about what value mediocre art has, and then explain all of the ways mediocre art has value through gameplay and story. in other words, the intro should open with the question: what value is there to be found in bad art?"

I think the shots of your character laying in the garbage heap are cut a little too long. after going through the cool portal, i dont think you should have to wait too long to start playing. I think you should give a 2nd pass to the introduction of the first 2 named characters, because their appearances are a little boring obviously i think you should give them more personality immediately. i'm not sure what form that could take.

you should add some direct feedback that you can't interact with something because you are in combat. (maybe a ❌ over the interact symbol?), and also some sort of sound effect when you fail to interact with something because you are in combat

you should add more direct feedback everywhere in combat. SOME audio and visual component to every action at minimum. I think this is important to do right now so the game feels better for playtesters. you will get more positive feedback on the boring parts of your game so people will get further in and provide you feedback about the more important later parts of the game. find some sort of identity with the combat so it feels fun to just wail on a basic enemy. I often experienced an issue where after hitting an enemy a bunch, it would get launched back and land on some geometry and get stuck. this happened next to the bed and NPC at the start of the game, and prevented me from interacting with them at all

I think the visuals of your game could be quickly improved with a little more work on the visuals of the game. I don't mean remaking assets to adjust the art style or anything like that. but the intro area for example is very bright and lacking in contrast. postprocessing can help a lot with this. 

Thanks for the feedback!

The wording of the intro dialogue changes when you play and there are over 100 different voiced variants, but I agree the wording in some of them is a little odd.

I thought the intro cutscene might be a bit long, mainly the fadein/fadeout, I agree they need more personality, I'll think about how to make them stand out more.  Their dialogue in the intro cutscene changes on new game and some are more playful than others but depending on what they say I could see them coming across as average, but RNG shouldn't affect how they come across so I'll revisit some of their dialogue options.

I blanked on people not realizing you can't interact with stuff while in battle, I figured the music would be enough of a que but I've seen a few people struggle with that concept so far so yeah I need some sort of notification for that. 

I just uploaded a new version, the flying enemies is a bug that should be fixed in this version, I also made it easier for the player to hit the enemy and more noticeable when you do damage,  I do need more feedback for the player during combat though. 

I agree with all these statements, Thanks again for leaving feedback.