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What are things that you wished you could do/wanted to do but couldn't or was unable to? 

I was actually unable to complete the level, because I couldn't figure out which pole I was supposed to roll something onto or how to do so. I wish that I could've completed it, because I like the story elements you're building into the game. I think this is one of the only games in this submission with a linear storyline, so I'm excited to see where that goes. I think that it could be a strong point of the game, because I do have a curiosity about what kind of heavenly or hellish memories a god could have, and I want to learn more about your take on it!

What would you add to the game to make it more fun or interactive?

I think that searching for puzzle pieces gets a bit exhausting after awhile, and so I think it would be cool to maybe have additional obstacles, or enemies, that the player has to deal with as well. I think adding in constraints such as maybe a time limit, waves of enemies, or a set amount of health could be ways to make the gameplay feel a bit more dynamic and mechanically enthralling. I think being able to have enemies to either avoid or fight would make the game feel more exciting, and it would be cool to see ways in which the god's memories come into conflict with him.

 Do you feel that there were enough elements to the game that keeps it interesting? 

I think that the game is in a very early stage, and so at this point I think there is enough in the game to get me excited about the lore and future development of it. I think that the idea of exploring a god's memories is fun and unique, and I think this has the ability to captivate players into continuing through the storyline. I hope that the future level development is crafted from the story itself, even letting it guide the future gameplay mechanics, ie. what does a god encounter in their memories, how do they fight it, etc... In short, the lore is fascinating and I'd like more of it!

Was the camera working fine for you? Is the sensitivity too low or too high?

The camera I thought worked very well, it didn't make me dizzy or disoriented. I think that it handled well with the character movement, not too slow or too fast.

Is there anything in the playtest that made you frustrated?

The ability to punch was a bit frustrating for a couple of reasons, one being that the punch did not feel satisfying through its animated representation, and the second being that I'm not used to using "E" as a button to punch. I think that having the punch button as Mouse Button 1 may be a bit more intuitive, as long as that button isn't going to be used for anything else. I was a bit frustrated that I couldn't complete the level, and I feel that this may have been because the instructions for which pole and how to get something onto it were a bit vague.

What would you add if you were working on this game?

I would develop the story out before beginning the rest of the level design. I would get a fleshed out idea of the narrative story arc that needs to be achieved by the completion of the game at the end of the semester, and then build mechanics and the 3D level from that. In this way, I think it may feel like the game would more organically evolve from the story itself, instead of them growing independently of one another. I would get to the core of what a god would be struggling with in his memories, and then I would figure out a gameplay mechanic that would abstract that conflict, ie. things like fighting demons, rescuing people, or smiting. As for the level itself, it would grow out of the needs of the story itself, rather than being a generic level that the story is dropped into. These are just food for thought, not neccessarily something that is essential, but I think it may yield some fun results in terms of growing the game out of the story. I think that your project is coming along great, and I think it's a very unique idea. I look forward to playing more of your game as it's developed further!