Overall, metrics throughout the examples presented needs to be ‘tightened up’. There's a nod towards supporting the features whilst the frame work of the layout misses a lot of context that’s needed from a metric focused GYM.
The overall 3C’s feels a little ‘floaty’ which causes many issues trying to traverse in the examples setup to demo causing the player to fight with the precision speed and response to jump to the next setup. This forms a ‘skiddy’ feel to the players position whilst adapting to the agency of the timer and level setup. You need to addressed this aspect to the navigation and basic input to the responses. More balancing required.
The biggest issue with the vertical slice is the lack of function to the ‘Timed’ events. I think from observation it’s the collectibles. Whilst the base design and concept has a core loop to run with the logic is not locked down. Might be the menu systems or the general blueprint but would advise the project to fix this as it really impacts the overall experience.
There's a small level select that used the stomp feature – that was great!
The 3 door level select, whilst enjoyed, the above statement is needed more over the current selection established. It connects the player to the main USP.
The stomp mechanic was great to play with (3C’s – esp camera liked!), in fact there's more potential and investigation to be had with this feature which in an ideal world should be serviced in the GYM. The current GYM for this feature is trying to display setups but there's a big design question still unanswered and that’s to do with the breakable volumes.
For this feature to ‘really’ work there needs to be more reward on the feedback of actually smashing an object. I would love to see large cubic mass that the player demolishes over something that looks like a flimsy plank. Look into a way of getting those boxes to really explode on contact.
Investigate the material types more, I could quite happily learn the levels rules of play where an object might take a few stomps to bust open. Would definitely consider this as a set of parameters to work with as it will give you a few extra building blocks for the level design puzzle designs.
There's an odd audio placeholder that I think is triggered if I spam the function for stomp?, its not needed (or change the sound please!)
There's a GYM with environmental hazards. Turrets and I think ‘search lights’? Anyway, there looks to be an underdeveloped features here, which is a shame as these could bring value to the overal project but in their current iteration lack functionality to be embedded into the final project.
Things to clean up!
Control scheme – pick one and stick with it! I played the game with a controller and there was no player facing design to onboard the player, please fix.
Test and triple test the menu flow please. There's a bug through the navigation that’s locking up the build that requires a force quit to exit out.
One last thing, whilst there's an experience forming here in this build, which is appreciated, there's clearly a lot more important focus on tightening up the core 3C’s and developing that stomp some more.
As for the ‘bonus level’ level that could be a potential direction for the project but there's clearly more work to be done on gameplay until we can build upon this next block.