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(1 edit) (+1)

Thanks for the build!

Ok, alot of my notes essentially paraphrase Alan.

1st impressions is a slightly fragmented product that whilst metrics are feeling better, the pace and flow seems slightly hit & miss.

There's so many 'quality of life' fixes that trying to look past those is really hard to not do. There's inherent issues in all levels that seem to be problematic to those levels (scrutinizes Tamar's snow volume logic,...).

Theres a blockout language coming through and each level has its merits. I do particularly like that nice green material used in Nikola's level and I would like that material reused in other levels for consistency please.

As far as scale is concerned, yes, its starting to frame the experience. Whats impacting the scale though is the camera work and its this investigation or implementation thats really having a massive impact throughout. So a camera pass/balance would be ideal!

Checkpoints & speed bumping the players progress needed.

Balancing the health with all of the user feedback.

With the Level Design itself, some of the difficulty spikes in some levels (Looks over glasses at Davvy) need a bit of TLC.

Watch 'branching paths' throughout. Right now the signposting and general setup has quite found the right balance. Hoeki's level, whilst really well planned out, suffers with branching paths and some dubious checkpoint placement.

Guys,... "LESS IS MORE". Trim the fat where needed or work the flow to be more engaging and intuitive rather than a conscious decision.

So yeah, we need to see the next build a series of house keeping and bug fixes.

Keep at it, there's a really nice little game under all of this.