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Thanks for the build,

1st impressions leads me to believe that this landing page needs a bit more professional attention to bring it up to the standard of what's to be expected. The same could be done in the build. Its little things like this which with a bit more care and attention and get you noticed a little more because underneath all of this there's the potential to curate content that will be more memorable.

Ok, I need to talk about this 1st, that green power up, that was FUN! No idea what it actually did but it felt good! So, this is interesting because now you have a dynamic that the entire level needs to be built around and as level designers you need to tap into deeper investigations to see what cool spaces facilitate that movement and momentum.

Secondly, this green power up felt like I should be invulnerable to the same colored projectiles, noticed there's different ones in the scene but there felt like a need to fly through the bad stuff when I was green. So can you look into getting some dependency for the player to utilize the skill and power to expand on the depth of what the feature could possibly do?

The choice of collectables, they need to move. They feel so static that I think there's more challenge to be had that would give you an interesting set of parameters that a Level Designer could have alot of fun with where they can be positioned to really tempt the players movements. Give items basic movement paths so that the timing of where they move accentuates the combined decision a player makes at attempting to grab them.

Whilst I'm enjoying the turrets I'm not finding a good balance between setups and the space the level designers are choosing to use. Content should have room to breathe whilst setting rules and guides for best practices must be investigated to ultimately present a more researched archetype that's ideally used throughout.

Final thoughts, there's a good game feel here, with the right direction I think with a few smart moves and some further investigation into 'best practices for building a level' there could be an interesting game here. But you need to bring that love, its blood, sweat and tears to make half decent gameplay so lets see what focus and direction the team takes moving forward.