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(Edited 1 time) (+1)

Just did a play-through! I have to say, this is turning into a must-play title for me, I'm very impressed with the direction you've taken this. I recorded my run, it's just about an hour, available here (obviously with spoilers) with possible points of interesting marked in the description. I'll try to summarize my thoughts...

1. Torch, very enjoyable, it is so nice to have a personal light source, it helps a lot with transporting me, especially when I can make shadows play. Also really nice that the burning noise increases with flailing of the torch.
2. The rolls are new to me, that is so clever, I love that the distance we move back is physically correct! And they work just fine, not at all as disruptive as the old rotating things. These worked really well, but I also had the floor center marker visible so that might have helped. I'm pondering if showing a wire-frame floor grid could be a comfort option... ?
3. The gauntlet corridors, those are super nice. I'm not sure if it only was the surprise factor, but they had me in giggles and panic in equal shares, good stuff :) I both got excited and slightly wary whenever that drum beat would start :D (I noticed the beams in the video, I didn't realize it at the time, but they do create a static reference while looking at the stuff to avoid, that's really clever!)
4. I quite miss any sounds for the floating gem-inserters, I know this is WIP but figured I should just comment on it, as it sticks out.
5. Collecting gems is nice, it spreads my attention and generates plenty of confused whipping of arms and falling accidents. They seem a bit weird after respawning though, I'm not sure if I'm just not seeing them, or if they only spawn after I have reached where I died or something. I would go from the checkpoint and forward, just to turn around and see the glows behind me. I would kind of expect for a gem to stay after I've once spawned it, with the whip it would be possible to pick them up from a slight distance which is impossible when they fade back out.
6. The boss rooms, I never finished that last time I tried this, now I actually completed the whole thing :) Very nice. It took some pre-planning and observation, which is a nice change of pace from frantically jumping between platforms, which is what we do after planning ;) Quite enjoyable, and surprisingly tense for being such a slow moving danger! :O
7. I love the art direction, with the environment and sounds and effects. It's all very coherent and fits well together, I like it :)

I'm actually kind of exhausted now, and I need to eat something, my mind is blanking out xD More thoughts in the video if you want them ;) Cheers!

Got time now for watching the video. Thanks a lot for playing and recording. Recorded video with talking out loud is the ideal way for me to fully understand the feedback (and is just enjoyable to watch too!).

Nice work on the follow-cam by the way, if I didn't say it already!

I'm pondering if showing a wire-frame floor grid could be a comfort option... ?

It's an interesting idea. If you could try the rollers without your floor center marker and let me know if that's worse or the same, it would help me to better know if it really does help or not.

I quite miss any sounds for the floating gem-inserters, I know this is WIP but figured I should just comment on it, as it sticks out.

Yep, it's on my todo-list. Fine to comment on it though, there's always the chance there's stuff I've overlooked.

The gems seem a bit weird after respawning though, I'm not sure if I'm just not seeing them, or if they only spawn after I have reached where I died or something.

Yeah, there's definitely a bug there I need to investigate. Sorry about the confusion!

I would kind of expect for a gem to stay after I've once spawned it, with the whip it would be possible to pick them up from a slight distance which is impossible when they fade back out.
The gems disappear when you step off the platform that made them appear. The design reason is that there are some platforms that cross paths, and it doesn't feel nice and neat when you can collect (and get confused by) gems that "belong" to another platform and which mess up the simple gem trails. You can collect gems from a distance with the whip (as you noticed) as long as you don't step off the platform. All the uncollected gems you noticed "post-mortem" were mostly due to a bug and hopefully should not be as much of an issue once that is fixed.

By the way, you mentioned the oddity of the Vive controller triggers not being used. The reason is that people tend to frequently press the triggers involuntarily when swinging the whip. Same with the grip buttons. Apart from the application menu button, the trackpad seemed least likely to be pressed accidentally.