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(+2)

Okay, I got assigned your game on the GMTK Reviewers Discord so let me expand on my earlier comment:

I like that the game does not operate on a grid based movement. It's way too much fun to aim your next movement to get exactly where you want. And there is a really interesting decision to make about aiming safer and scrape along the wall for a bit but loose time in the process or try to aim more acurately with the danger of overshooting in the wrong angle.

I also like the enemies that chase you. It's a lot of fun to lead them in the pits. :D

I'm not 100% sure how I feel about the damage mechanic. I think it might have been better if the spikes and the enemies would have been an insta-kill. I don't think that would have made the game more difficult because honestly, I don't remember being able to salvage a situation where I have been hit. And an insta-restart would maybe feel less like a wasted opportunity. However, that's not something really important.

What I would change however is the color of the "key" plate to open the doors. Them being the same color as the "change direction" plates means a bit of wasted time just searching for the things before trying to actually solve the level.

Apart from that the only other thing I can think of in terms of potential improvements is that the stone decals on the walls aren't completely transparent from the backside so you see some things floating in front of the camera when you look "out of" a wall.

All in all I stand by my point that this is a really fun game with a novel concept and overall nice graphics. :)

(1 edit)

Those are some great points, thanks a lot for returning and taking the time to expand on the criticism o.o And yeah, I liked how the aiming/scraping turned out personally quite a lot, it was my favorite thing that came out of the base mechanics after I played with them 

I definitely see what you mean about the colors - such should always be ideally color coded.

A lot of the things you mentioned would have been so easy to change - like the button color, that'd have taken a couple seconds. Feedback like this shows me where I need to watch for so I really can't thank you enough. Notes taken :)

Finally, the health. Yeah - I should just have gone "full" Celeste/Meatboy. It'd have prevented "gauntlets" and would have forced me to be more honest with enemy placement.

[Edit: And yeah, backfaces... I sure was cheap on how to make the walls transparent. Next time, it'll have to be done with rays from the camera to see if walls are in the way. Definitely would look better D:!]

Thank you kindly!