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(+1)

Hello.

What I like:

- This game is similar to another game called Neon Abyss, which I like.

- I like the music.

Suggestions:

- Make stuff more "permanent". Yes,  this is kind of a roguelike, permadeth, I get it. However, I mean like if you play a room flawlessly you get +1 heart next room, so it rewards the player for playing well.

- On itch.io you put the resolution with a very big value. It should be the same X as in Unity and +100 of the Y ( Example of my game: on itch it is 800 ( x ) and 650 ( y ). On Unity it is 800 ( x ) and 550 ( y ) ). This make it so that player does not need to full-screen mode. I'll play WebGL games on full-screen mode whenever avaliable, but not everyone does that.

- Chage the color that displays Room 1, 2, 3 etc. Brown makes it look like it is background. Therefore, it is hard to see, so if you want to see you'll most likely take damage.

- As Vironacorus said, not having the player "Flip" looks strange. I'm not 100% sure how you calculate the angle of the mousePosition but here is some code to make the player flip ( C# ):

void Flip()
{
            Transform transform = enemy.GetComponent<transform>();
            Vector3 Scaler = transform.localScale;
            Scaler.x *= -1;
            transform.localScale = Scaler;
            // if flipped was true, it becomes false and if it was false, it becomes true</transform>
}

then you can check use this flipped bool and some variable related to the mousePosition to make the player Flip() using if statements. ( If you need help to implement that, my discord is:  Galse#8611 )

Bugs/Glitches:

- It seems like I just die if I take 2 hits, even though on the UI I can see I still have a heart left. If you want to make it so that the player can only take 1 damage per room without losing, that's ok but display that you can only take 1 damage per room.

(+1)

Wow. Thanks, this is some really good feedback! Most of this game was made in the third day so a lot of features were rushed.  For the bugs and glitches I have no clue why the hearts displayed didn't work! I planned to have the player with three hearts that would carry on for each room, but I didn't have time to add this so I gave the player three hearts per room but the UI got a bit mucked up!