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You mentioned that you changed how diegetic the UI was, but I was not getting any sound at all. Is that intended? It was also unclear which direction to go most of the time, maybe having a few arrows around to guide the player would be good? I just now realized that this build was uploaded 16 days ago which means that it is not the uploaded one? If so, let me know when you upload the newer one so I can give that one a try! :)

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Thank you so so much for the comments and feedback - You are absolutely correct and I expect to see these glaring kind of issues ironed out in the next iteration. 

I took a limited concept and provided an almost literal outcome for it really I guess, but felt it had some scope in the player mechanics of the game play, or at least I ended up thinking that ha. 

Sorry @Cooper Anderson, I thought I'd written non diagetic UI in the changes description - my stupid bad but with respect to this question, I was going more in the vain of improving the current Diagetic UI on the space guy and ways to improve this visually :(

Sound is literally non existent in the game at this point, but I had initial delusions of grandeur that in 48 hrs I could code out a procedural audio handler for proximity to walls, collectables and textural changes to background audio based on level progress.

It's a back burner for now...chucked into the box of nothing special with all these others I've never let see the light of day haha.

Thanks so much again for the critique and valuable feedback, its really very much appreciated.

Gruff:)