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Week 6 Feedback:

General:

Clearly a game that's almost come together brilliantly. Next big push: a few polish touches to the hazards, centralise the character can squash a couple major bugs and then you're there!

Tudor:

Some nice work exploring patrolling hazards, and some nice curves to a couple of the motions. Still a distinct lack of "foreshadowing" (signalling upcoming movement) and generally going through the basics of moving hazards right now. Try and think about giving them life - a little wobble squash-stretch before moving, or a little impact tremor on the camera for the stompers.

Character is catching up to Davy and Hoikei: floaty and light and doesn't feel out of place.

Davey:

Really nice work on display. Didn't see much variation in challenge in the gym (might have been further along, I didn't get right through it) so hoping there's plenty in the design site.

Character and camera are lovely. Camera lag horizontally is great, wonderful compensation for turning now. Camera lag vertically becomes unplayable when falling, though! So close to perfect - needs that falling lag addressed ASAP.

Hoikei:

Not sure that Blizzards or Radiation were actually working? Both seemed to only apply damage, and neither felt particularly impactful. Again, be wary of style over substance: particle effects and SFX are a nice addition to get the feel/intention across but should be second to functionality.

Much prefer the "short pause + total refill" version of the healing sunlight that was in the first level. No reason to hang around, and a nice satisfying "pop" on refill.

Really nice addition of moving hazards to blizzards. A clear, fun game coming together here!

Accessibility: the SFX on damage are not enough. Make sure there's some kind of visual indicator as well.

3Cs are not nearly as satisfying as Davey's, though I think I prefer this camera distance slightly (could be due to the falling camera lag issue in Davey's levels).