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(3 edits)

NOTE: I ignored any common university game issues like for example, the camera experience (was poor, and I know its quite hard to do cameras in games), because you usually don’t have enough time to fix things like this. I’ll mainly focus on gameplay.

The electronic music fits the theme of a 3D-Action Platformer where you do cool tricks on time-based levels. Your art and models were also good. I liked the VFX on the Surf-Sword. You took an interesting approach and re-used assets in different ways to make your levels unique. Terrain was simple, feels sorta natural.

Cyberspace was controlled environment where I could see where I needed to go. The end part was a little confusing, I couldn’t see where the end was. I would suggest using a beacon instead of an arrow.

Risky Rails was a lot more confusing, and I usually just fall out of the track, and just get stuck. There was no way to reset. I usually climbed out of the ditch, and if I couldn’t I would Alt+F4.

Major problems:

  • Question marks did not do anything. Could not interact with them. Went near them, touched them, went through them, nothing. This left me being lost in what to do, I eventually found my way to this hub I think, with 2 assumed portals with text above them.
  • Being able to climb some extreme steep landscapes was not natural. Was this intentional?
  • When you enter the game, there is no exit button. I had to Alt+F4.
  • I wasn’t sure if the spinning C’s was related to a coin, but I learned it was a checkpoint. This left me wondering what the top left corner UI was for.

You can fall out of the world.

I think this could have been an interesting game, and it sounds really good as a concept. Maybe do a re-make in the future.