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Week 7 Feedback:

General:

No pause menu? Your main menu doesn't pull in button focus properly either.

This feels like a solid little platformer right now - though lacking a little bit in the goals department. If the aim is survival, there's not a lot that can kill me right now ... maybe not the worst situation, but worth thinking about. Check what your creative direction was for goals, too - make sure you didn't forget about it.

Good work, all of you. Presentation is a little bland right now, but otherwise this is a really solid little slice of gameplay.

Bart:

Camera pans a bit slowly at times. Otherwise this feels great. Damn shame to see such an orderly gym level but no use of wall jumping or surfaced platforms in your challenges!

Sebastiaan:

3Cs are serviceable, but didn't spot anything to comment on. Gym is harder to navigate, less organised, since teleporters aren't clearly labelled. That said, there's some exploration of challenge tucked away in there.

As with Bart, it's a let-down to not see more stuff being pulled together, and the presentation really lets you down, because the content could have been good - what I saw was good enough to suggest there's more, better stuff hiding away somewhere.

Jesse:

As far as challenge goes, this sold me on a solid experience with just one or two examples. Whoever suggested that you remove the boost ability for a moment after a wall jump owes you a drink - and if you came up with that little flip yourself, that's amazing.

lot of concerns about the stability of that under multiple edge cases, so it might be worth giving me a shout so we can review the BPs together. What happens if the wall jump is too tight? If it's interrupted by a moving platform from Sebastiaan? etc.