Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

(This is Henry)

1.) Walking around and picking up items felt intuitive enough.  The "K" ability made sense to me because I remembered the way the maze worked from your previous presentations, but I feel that it could be confusing to a player that doesn't understand that just because the arrow is pointing a certain direction does not mean it's the right way to go.  I ended up holding this key down the entire time, so it felt less like an ability to me.  It might feel more like one if it was restricted in some way, but that might also not be desirable.  The "L" Ability confused me quite a bit.  Pressing it while still on the starting screen (which felt like a safe place to test my abilities) didn't do anything because I wasn't moving.  When I finally started moving and using the ability, I thought maybe it was speeding me up over time, or it was a "slow walk" button or something.  It didn't help that I thought the icon was a hamster wheel, which threw me off more.  Only after going into my first room did I remember that it was a time slowing ability, again something you mentioned in your presentation.  This ability didn't feel super useful to me, mainly because it slows the player down as well.  I basically never used it after figuring out what it was.

2.) Overall the controls are solid and the game feels pretty good.  I think my only major complaint would be the enemies, which start to camp the entrances to the next room when you take a wrong turn, and you can get hit for damage that doesn't feel very fair.

3.) As I mentioned above, the enemies spawn camping the entrances to rooms is the main thing that feels un-fun about the experience.  Besides that, things are pretty much fine.  I remember from your proposal that you mentioned the game would be more story and mystery focused, and as this vertical slice lacks those elements all that's really left are the movement mechanics.   I imagine the time slow ability was an effort to spice up gameplay, but as I mentioned above I didn't find it particularly useful.  It may not be what you're going for, but something like a dash or dodge roll that gives you brief enemy immunity could be a more interesting movement option.  Either that or allowing the player to move at full speed may make the time stop ability a bit more fun.  Either way though, I understand that as a story-based game that may not be what you're going for, so feel free to ignore this suggestion if you like.