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(+1)

Thanks for the detailed feedback! You are definitely right about the greyscale level. Multiple of my play testers also said it was not needed and that i was doing too much in one level. I think that's a case of allowing myself to become to heart set on a feature for its own good. As for the epilepsy warning. It definitely is a bit clunky but i kept it in as a precaution incase the flashing effects later in the game are bad on large or high contrast screens, just to cover my basis, and I tried to make it more of a joke at the start since it was most likely unnecessary otherwise.

No worries :) !
Yeah glad I wasn't the only one. Can definitely recognize an idea getting stuck in ones head, sometimes less is more though :) .
Ah that makes a bit more sense at least, I've read a bit about how to try and avoid that/the general parameters to trigger it in games but I did have someone see the bright colors and have some concern when I mentioned the confusion of the epilepsy warning, with the sharper changes of color of rotating objects because of the pixels.
Better to be safe than sorry for sure, but if it's not too difficult maybe consider a lower contrast version to let any players that had to stop at that point play the game too, because it'd be a shame for them to miss out the rest of it.

(+1)

that's a good idea. And in all honesty just doing light research on what constitutes needing an epilepsy warning my game probably doesn't apply. Even the opening is relatively tame compared to most screen color flashes. A low contrast mode would be a much better idea and could be dome with post processing. Thanks for the tip!