Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Wow, thank you very much for your feedback, it's very detailed and super useful. I'll try to elaborate on your points asking for some more feedback (if you don't mind).

I think this needs some easing up before throwing the player into too complex situations. Steadily building up confidence in the player with the mechanics.

Do you have any suggestions about how we could go to do this? As you pointed out, having such a twist (body snatching) in this kind of game may be confusing at first; we need a proper way to let the player get used to it.

However the parasite is pretty hard to see what direction its facing you have arrows for the humans showing what way they are facing but not the parasite it's a faceless blob maybe help show what direction the Blob is looking with out pressing a button.


You're right, we'll add some visual cue to communicate the Parasite rotation

the looping music in the tutorial was kind of aggrevating when you are learning the mechanics (i could tell exactly when it looped it's a little too short). 

Agree. The current music is just a placeholder.

 I would really like graphical prompts instead of text It's easier to read. 

This is already fixed in the new version (we'll upload it as soon as possible).

Make the player progress in the tutorial so they feel they accomplished something.

Can you elaborate on this? What could we do in that direction?

The Dodge roll feels clunky when you play the actual game. I think it's becasue the animation of rolling plays after the dodge is done.  So he kind of spins in place. and that casues dissonance

We'll check this out.

The update prompts for bosses and such could be shown at the middle of the screen.

Yeah, but what about local co-op? We put them on the side of the screen because when you're in co-op they would be quite confusing about what player they're referring to...

Yeah, but what about local co-op? We put them on the side of the screen because when you're in co-op they would be quite confusing about what player they're referring to... 

I was not playing co op. and my private experience should probably be a bit different from a Coop experience.  But you know what It's not a big problem, However if you have prompts that says "Cleared" "Big boss approaching" something along those lines just put it straight on the screen. If both people can get that information and use it, it's valuable right.

  • another point was when i finished a room i usually thought i needed to find a way forward then i went back and after that i went to far and then i realised there was another door back 2 rooms i went trough that would let me proceed. I guess this game has some form of procedurality to it's level design,  I wonder if this acts against your design a bit. somethings that guides you to the next area wouldent hurt actually in this game. Since i just want to get into the next encounter.

Do you have any suggestions about how we could go to do this? As you pointed out, having such a twist (body snatching) in this kind of game may be confusing at first; we need a proper way to let the player get used to it.

  • This is why the tutorial is very importent you have to teach how the game is played. 

Make the player progress in the tutorial so they feel they accomplished something.

  • Well introducing concepts you want to teach in a very natural way that makes the player move forward, no one wants to go back after having moved forward. getting cash. Buying items. It should be like a vertical slice of the game  where you show how everything works together. If the game doesen't use puzzle mechanics don't teach them stuff like that either. it's not important, When i played the take over enemys and actually fighting is something that needs to be driven home it feels a little complex. tutorial is hard becasue you need to teach What your game is, aswell as making that tutorial not feel like sitting in school. 

Im not entirely sure if that helps but.