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Hey Team Medical Mayhem!

Great build coming together, nice to play different iterations of previous levels so that's good to see the main levels starting to take shape and hold their own. Have we found the fun with this? I think there's moments where its not a million miles off target and generally its not a bad little experience to be had so well done with this.

I think one of the primary things that's noticeable about this build is the work submitted by different level designer has def formed a product feel and cohesion. What is noticeable through playing is the harder iterations of the levels still feel 'quite hard' in comparison.

What I do like is the power ups. In a well balanced game you would introduce those individually in a level prior to mixing them up in one scene. So with this in mind I would like to play those levels.

I really want the green powerup to really utilize the metrics of space whilst the blue needs to really push that 'speedy' feel. I'm seeing moments of experience in other scenes that suggest you get the ability but I'm not playing enough content to really demonstrate the best setup throughout an entire level.

With the powerups themselves, I think there's an added components that would bring more value (audio/VFX) that could push the player feel more as right now the juice could be a lot more flavorsome.

Turrets!!

Ok, theres some good turrets in here and I like the way they work with some of the designed flow.  It does it somewhat overwhelming in the harder levels.

Breakable floors! I like them, would like to see them appear more often as they can give an extra level of depth to the overall experience.

The door problem.

Ok, I like the doors and I love the replay options to build a faster route through progress on collecting the elements in the scene. Theres still a slight disconnect between knowing how many I have and which doors I can unlock which means the intermediate feedback isn't inherently connecting. Is there a way of 'turning the door on' visually in combination of having the right amount of collectibles currently picked up? That might help with maybe (color/lighting/VFX/audio)  What you want to do is keep the players focus on the path and then feedback in other ways to communicate the progression.

I would love to be able to  play a level that shrinks in space. So the player starts on the outside and then you have centric sections of space leading to a door in the middle of the room. Use the gated door system. Use Blue Pill on outside and maybe green pill in the middle?

Anyway, is there enough content? Is this the best levels you can build? Do you want to build more levels? Can you build more levels?

Right now, the game has a feel and has a core gameplay experience that really just needs now more ideas. I would not focus on harder difficulty if I was you right now. Get some more 'fun' setups to pad out the content a little more, if possible!


Anything else?

Yeah, on getting hitting sometimes the camera glitches and is somewhat of a gamebreaker in breaking my immersion.

Yes, I can still band my head on things but if Im honest with you its no where near as bad as it has been.

Frnt end is pretty basic, please give the build a 'lick of paint' and smarten up the user flow.

Few more audio updates? Feels quite quiet in places.

Exiting a level isnt very exciting.

Loading screens between levels would be nice to help frame it all together.

Do you have a final screen to thank the player for playing the demo? Might be a nice slide to add.