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Reminded me a lot about shenanigans in UT99 classic with  portable teleport.

Few issues:

1. It is really hard to read the level visually, especially depth. I think combination of visual style + lack of shadows might be doing the trick. I see you've added FOV slider as a possible mitigation (probably) but it does not help at all.

2. Consequently, this make it hard to read and gauge the lance throw + lance itself it not really good an indicating its path. May be consider gizmo-line helper?

3. Battles are boring, it felt like they are here just to be here. The whole, pull level, fight a wave gonna get tiresome real hard. I rather see fewer enemies but hard to catch then bunch of dolls to chase.

4. Jump is a bit too floaty, might wanna experiment more with it.

Thanks for playing the demo!

We're aware that the level is hard to read, specially in areas in the shade, if too many bits of the same color are put together. We rushed a bit for the deadline of the jam we're submitting this demo to, but in the future we'll finish polishing the first level, which should make all areas readable.

Lance throw itself shouldn't be too much of a mystery since it just has different force applied to it depending on how much you charge it up first, but it is true that it gets too small when at a distance (or when seeing the silouhette through walls) to be able to properly tell where it is for now, so we plan to add a UI element to it once it's too far away or hidden behind a wall. I'm not sure what you mean by the gizmo line though, perhaps something like what Lance 2 currently has?

In the future we plan to add more enemies with possibly more hitpoints and more interactability amongst them to create more complex combat scenarios, however the general structure of the game most likely won't change too much in the future (string of arena scenarios and other varied positioning-based challenges forming a level). It might not be everyone's cup of tea. However, if you simply found the game too easy, in the future we plan to add various difficulty levels. For now though, you can try out survival mode for a harder challenge!

We might look a bit at the gravity force applied to the player and try some tweaks, however a general feeling of floatiness and momentum-conservation is intended.

Thanks for all the feedback!