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Hello, I played your game a bit today. I'll add my own little feedback if it can help.

I played without looking too much at what was expected. It seems there's a lot of systems being worked on, so I jumped in to see what catched my attention.

In no particular order :
- Mushroom jumps propulsion felt a tad too fast for me for that level of gravity. And I believe the detection hitbox to trigger the jump could be enlarged, especially on little ones.
- Options menu under the Workshop category feels non intuitive especially when the button is not alongside the EXIT one (suggesting game system functions)
- A little tooltip or prompt would be cool to have for objects you can press Action on
- Maybe something similar for crates, like a hover outline
- Dungeon pieces need more colors/forms variation to help navigating its longer generations. Grey walls, marks, wall vines, torches...
- Flying crates makes no sense logicaly or magicaly. Would serve the game to have them attached to a cord, or under flying spell particles
- Coins sometimes felt too high from the ground visualy

I have to say I did not understand a lot of what I was doing, despite trying, but it's an early proto so it's alright.
Despite loving these kind of mechanics, the timer felt really short. Maybe having smaller but more coins would help.
I would also suggest being more strict and more precise on the lewd disclamer, not knowing what kind of lewd it might be. Game visuals or title so far are very cute and don't presage on them. I think it could serve the game morally and technically.

I hope to test the follow up, cheers.

Thanks for playing my game.

>Options menu under the Workshop category feels non intuitive especially when the button is not alongside the EXIT one (suggesting game system functions)

would you suggest moving it next to the exit button, or renaming it? I thought it would be fine because you can access Options from pause menu inside The Dungeon.

>A little tooltip or prompt would be cool to have for objects you can press Action on

I have the little reticle placeholder changing colour from white to green when you can pick something up, or interact with it. Was it not noticeable?

>Dungeon pieces need more colors/forms variation to help navigating its longer generations. Grey walls, marks, wall vines, torches...

Yeah, I plan on having more props and decorations in future.

>Flying crates makes no sense logicaly or magicaly. Would serve the game to have them attached to a cord, or under flying spell particles

well, I figured its just one of those things you see in games that don't get questioned.

>Coins sometimes felt too high from the ground visualy

only visually, as in they looked bad to you, or you had problems reaching them? I would like to know what coins you are talking about.

>Despite loving these kind of mechanics, the timer felt really short.

Yeah the timer feeling short is a common feedback I am getting. My guess is most people who tested the game did not equip any Seals in The Sealing Chamber which would make it easier. I'm actually going to address that in next version by starting off with a seal that give more time.

>I would also suggest being more strict and more precise on the lewd disclamer, not knowing what kind of lewd it might be.

What do you have in mind? I should go into more detail what type of fetish content are going to be in the game?

Again, thank you for testing.

I'm not against novel stuff, but even if there's more than common options in Workshop, it's a notion so basic and looked to setup the gaming experience that you really need to be careful messing with it. With what I saw so far I'd say play it standard and call it Options and put it near other basic software functions. You could even make it a cog, displace it from that bottom row, and add the Options and Exit in the Cog.

I missed the reticle. Could be due to focusing on the rest.

The coins I'm talking about were those big rotating pickup stuff, making the timer stop for a bit. There are other coins? Style or catchability was not a issue, but the model hovers too far from the ground in my opinion compared to player and dungeon scaling, unless they're hovering in the air for a reason (like jumps over water or something).


For the disclamer I'm just suggesting being less funny, and more direct, clear and serious about the possible content of the game while your game is being submitted through AGDG at least. And no I'm not saying to list the fetishes inside lmao. I say that because I did not read the description of your game and got it directly from the submission, and at some point I was like "oh shit is this a porn game?". I was not expecting that at all from the miniatures. Sure that's on me. Just my 2 cents.

(+1)

Yeah in future I would like to have more icons, and less text, so the standard cog for options is definitely going to be a thing.

Yeah coins give you gold and tiny bit of extra time. Some of them are really high above the ground because you can pick them up by throwing crates at them (depending on your Seals, you can actually get more gold that way). They are definitely on a big side, but that's s it's easier to collect them. Then again Mario's coins are nearly the size of Mario.

I don't know where else I should mention it's a lewd game. This is my second Demo Day, so I'm still pretty new to this. I still have no lewd content and all NPCs are just placeholders for future models, but I want to be upfront with people about it being an adult game.

I just uploaded new version of the game with improvements from the feedback I got this past week. I am going to do what you suggested with moving the options menu in next version.

Thanks for all the feedback