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Cool game! Really solid and well put together, neat concept with excellent execution.

I feel like as the difficulty ramps up, the lack of control really rears its ugly head - the controls are good but I find the experience inexorably builds towards overwhelming me in a not-that-fun way... there are other more direct control schemes where getting overwhelmed is more exciting. Said another way, I'm not a fan of the combination of this control scheme & the design of it being an infinitely difficulty-scaling arcade game, because failure feels strangely out of my control and not gratifying or compelling.

Felt the need to pipe up as many have mentioned that this feels like a "real game" and that they'd like to see it on Switch, etc. which I totally agree with, but wanted to point at what seems to me to be a potential design conflict, ESPECIALLY if moving forward. Good luck!!!

(+2)

Totally agree.

If we expand on this, we'd experiment with adding more systems to manage rather than making stuff faster and more dense etc. 

I think there is an intensity-sweetspot somewhere in there. For me that is probably quite a bit slower and more chill than what this ramps up to currently. A bit more thought, and a little less reflex. Experimentation will tell. 

And like you say, further expansion would also need a structure that feels less arcady. Adding different sections of the river with specific challenges and hazards, some npcs for immersion and charm and a solid end goal would go some way towards that. 

Thanks!