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(1 edit) (+3)(-5)

Hello,

I streamed your game last week. Overall, it's a perfectly serviceable game, but has some technical issues as well as lacking an interesting hook. The music also needs some work.

While I enjoy the random aspects of the game, such as picking 1 of 3 different upgrades each level attained - this always does make an interesting choice and really kicks in the dopamine when it feels like the choice was made well - it is also a concept and idea I've seen tread a lot. The one area where these type of games can become interesting is in the rogue like elements, however as it is now, the levels are exactly the same each time, removing the fun randomness that can come with rogue likes. I'm not sure how fun this game would be after only a few runs when the player is constantly going through the exact same order of levels with only stat changes happening each run.

On the technical aspect, I would spend some time working on UI design and functionality. There are a lot of parts of the UI that are just difficult to determine what is a button and what isn't. There doesn't seem to be much of a logical flow to buttons either - for example, the space in the main menu that typically is reserved for a game title, and with art that looks like a game title, is actually the button to play the game. What a strange decision. Annoyingly, Quit is placed below all of the social media buttons as well. Typically social media buttons are placed out of the way of the main menu controls that way folks don't accidental click on them which can cause frustration. (to clarify my point here: it's not necessarily about where you have placed these buttons, it's that the UI design in general needs work.)
When in combat, it's nice having all the information tacked to the player character, except in hectic combat the player's eyes are looking at where they are aiming, they probably aren't looking at their character, thus making tracking health and dodge cool-down difficult. 2 things would fix this: 1) a sound cue. Always have redundant design. Visuals are good, but visuals and sound is best. 2) Have an on-screen HUD. If you can have an exp bar at the top of the screen, you can have a health bar and timer for the dodge on the screen.
Finally, I experienced a strange bug where the cursor wouldn't display at all. I later during the stream realized that somehow OBS was able to capture the cursor, however on my own screen the cursor was not visible at all, which unfortunately lead to a rather frustrating experience.

Finally, the music. Normally in my reviews I don't bring up music unless it's absolutely heinous. Let me assure you: that is not your music. Your music is perfect serviceable, however, I am bringing it up since you drew attention to it within your game's marketing.
While some of the writing sounds fine, the overall production sounds cheap and amatuerish. The sample libraries - especially the horns - sound like cheap sound font instruments. If they are Kontakt libraries then you likely are not making effective use of their velocity layers and articulations. The same can be said about the string library as well, though less offensive than the horns - the strings still should have more work done.
I also don't see much purpose for having "electronic and orchestra" music. The implementation in the music seems poorly conceived. It feels more like someone decided to slap cheap hop-style drums under a cheap sound font orchestra without much consideration to the actual arrangement. All of the instruments don't seem to have their own place in the arrangement beyond "well we want orchestra and drums". There is no defined role for instruments, and the "electronic" part doesn't seem to interact or mesh with the "orchestra" part.
Finally, the mix lacks life. This likely comes down to poor processing and over-reliance on very digital sounding samples. The drums sounded dry and unprocessed, the strings sounded like they were stuffed into an auditorium in a completely separate building from the rest of the orchestra. Nothing feels cohesive, and nothing feels exciting.
Consider improving your mixing abilities as well as considering what roles your instruments play (not just considering whether it's a melody instrument, but also it's place in the frequency spectrum: is it a treble lead or a mid lead?)

If you'd like to watch my experience with your game, I've linked the archive below. You can click the timestamps to jump to when I start playing your game.

(+1)

its a demo

Nothing wrong with critiquing a demo. In fact, it's actually a good thing because it helps to show where the game can improve. 🙂

that said, doesn't mean every criticism is valid. Listen to everything but take it with a grain of salt.