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(2 edits)

Hi there. First of all I’d like to welcome you to game development and say props for creating a game and releasing it! It’s often way more arduous then it first appears, there’s a learning curve, and there are many troubles along the way.

The effort put into the atmosphere, music and even voice acting is impressive, and it was quite interesting to take guesses as to who you are and what was your fate while playing.

I do believe level design was lacking however. The only monument in sight as a means to know where I should be going was the first little monument right at the start, and after that I had no direction outside of some vague mountains. The level is too big for its own good, often filled with empty space and no idea where to go. I’d recommend reading a bit about the importance of “weenies” in guiding the player in large, open spaces.

The movement is generally smooth and enjoyable, but due to the scale of the level, the player has no reason to release the SHIFT button. If the player were to move incredibly swiftly with no option to sprint, this might have been better - after all, as Journey and Sonic prove, speed can be very enjoyable.

The narrative and atmosphere are really the strong points of your design. I think that tighter design with less downtime and a better sense of direction can give you stronger experience. Good luck on your game making journey!