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For some reason I forgot to read the description so I was also confused about how to start.

I thought it was really well balanced (ha! Sorry...) and generous, if you are patient (I had to pull some patience out of the ether because I'm not sure I would want to play again if I got very far and then died; I was determined to play once and get to the end and I did). I went back afterwards to see what happens when you fall. Hectic.

The audio is very, very good and I like that it's dynamic. I also liked that the camera moved a few times to mix it up a bit visually (although that switch at ~100m is nasty until you get used to it!). I love the art, it's just unfortunate that you spend most of the time looking at the UI and marker instead of the art and animation. I did also notice that the movement didn't always match what I was actually doing.

A couple of minor points and bugs - you can walk backwards at the start (possibly to infinity?, although I didn't go that far) and there's no walk cycle for moving backwards; some of the audio needs normalising and there was a bit of clipping towards the end (plus one loop in the final(?) section of the line has a volume burst that's jarring); and no credits for the samples used in the audio?

Overall, however, a really cool idea and very well executed, plus it's perfect for the theme - I will not ever be doing this in real life. Well done!

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the samples used in the audio was all me 😂 banging piano strings and basically scaring myself with demonic string sounds lol. Thanks for this amazing feedback! 

I know that stuff was you. It was very cool. The radio?

Ah yes! The radio was an excerpt taken from a high lining documentary on YouTube. Will find the linn 

link*

Ha! (Nevertheless, credits aside, I'm actually curious to watch it.)

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https://www.youtube.com/watch?v=wNO4FKeCGa4 < here’s the documentary! We should probably link this in the description too

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Thanks, that was really interesting.

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Thanks for the feedback! I wonder how we can de-emphasize the UI reliance. I guess ideally the actual animations will clearly indicate how close to falling you are.

Whoops… yeah don’t press backwards 🙈

Mikhaela did a great job with the music so the balancing stuff was my mistake. Kind of frustrating that you mix audio using Db in unity. Easy to have 1db too many make a super noticeable difference. Tired me was a little careless.

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Understandable - it's a jam game and you can only do so much. I just figured you guys are pros and would appreciate the more detailed technical observations about the audio., especially.

I don't think you can de-emphasise the UI reliance. As it is it's amazingly minimalist (well done!) but whenever you have this kind of game that requires intense concentration on micro elements you do, as a player, end up zoning into whatever is giving the visual feedback, which is usually the UI or a space directly in front of the player character/object, and missing out on everything else. I don't think there's a solution, except perhaps with very complicated and nuanced audio that would require headphones for accurate gameplay.