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Great job on expanding the open world aspect! It is hard to overhaul a game and scrap previous areas but I think you guys are getting closer to your vision of a more story-driven game. Like others mentioned, it is a little confusing to grasp the intention or pregression, but it does sort of play into the dream-like atmosphere (of a God, no less).

The hub definitely feels cleaner with a greater sense of purpose, especially when you find a fragment with a teleportation slab waiting for you to take the player back to the hub area. It would be nice if we could teleport or even fast-travel to certain places in the two areas available to us since they are relatively large areas to explore. As someone mentioned, a minimap would help in getting our bearing of what we have explored and the general layout of the area (might be hard with the foggy bridge if you want the fog to appear in the minimap, but parts of it could gradually get "unfogged" as the player explores those areas). 

I did not get the chance to play much of the game, but from what I gathered so far, I got a better sense of progression from the foggy bridge than the destroyed cityscape. Given that the player is locked to the paths provided by the branching paths of the bridge (though, the player could always jump off and roam freely), it is a bit easer to fully explore since we have a set of linear paths to traverse than a fully open area. Someone did mention you were softlocked if you got out of the bridge for some reason, but one of the paths provided a ramp back onto the bridge so the level was designed with the possibility of falling of the bridge, so exploration does have its perks.

As with the previous playtest, the colliders are a little weird to navigate through (especially with the "bumps" on the bridge) and some objects don't have colliders or interfere with the camera and restrict visibility. It's not a huge issue but movement does get a little boring to deal with, especially with how slow the player moves relative to the scale of the world. This is apparent when exploring the destroyed cityscape with the player having nothing to do but hold the movement keys until a destination is reached. So, it be nice if the player moved faster (like with a walk or run state if a slower walking pace is kept).

The assets and how they are shown in-game looks pretty good, especially with the damaged cars and the backdrop of the leaning buildings. Honestly, I thought for a moment we could have the player driving one of the cars (cool idea and would speed up traveling) but it was interesting we could destroy the cars with just a few punches. Speaking of destroying objects, the attack animation looks better and the animation that plays after an object is destroyed is a nice touch. 

Overall, the exploration of the game is nice but the movement and colliders do work against it. It would also help if there was some guidance given to the player on what we should be looking for when traversing an area. I know you guys said to look for objects that don't necessarily fit with the theme of a given area, but that alone probably isn't enough to give a sense of direction, especially when the areas get bigger. Maybe some indicators along the way or side quests or goals to keep the player engaged while they explore or progress towards finding a fragment. For now, we aren't rewarded with anything when finding a fragment and it would be nice if it unlocked something in the hub or in the yard outside the house or even a simple memory/event via text.