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Glad to hear you enjoyed the video!

I really should have tried playing with a a gamepad, it might have mitigated a lot of the smaller issues with the camera and movement interactions.

The pacing of the game is great overall, it makes clear at the very beginning that it's going to be a slower paced experience. As for the crouching, maybe a single obstacle where the player is forced to crouch, maybe early in the cave, could have gone a long way to mitigating the frustrations of thee boat section.

With the boat, the slow rate is perfect for a single trip but not for anything more than that. There already exists a point on the path that could be used for a closer respawn, the rock outcropping that I attempted to jump off onto. It would allow the boat section to remain largely unchanged but remove a considerable part of the retread to the spotlight section.

As for my feedback in general, were there any parts I was flat out wrong or mistaken in? I have no formal training in any sort of game design or production and always worry that my criticisms are either unreasonable or unfounded.

I was wondering if the SOMA reference was intentional or coincidental ^_^

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Well, I don't have any formal training in any of those fields either, so I cannot say if there was anything "wrong". ;)

But as I said, I thought the points you made were all valid and also presented in a way I can work with. I didn't feel offended or like there is someone angry or "didn't get the game". It was good criticism and I think few people know how to do it. That you got frustrated at one part is not wrong or you being mistaken. It was a good insight for me for why this part might not worked as I initially intended.

Regarding that SOMA reference, it wasn't exactly intentional. So I didn't say "Well let's put a reference in there!" I think it was more like a subcontious thing. SOMA is that kind of game that sits in the back of your, well, brain when you played it and it clicked with you. At one point during development I played through the part with those "lightblobs" (that's what I called them in the gameengine) and realized that they look a lot like SOMA and just went with it, calling it a happy accident :)