- What do you think of the puzzles? Too difficult or too easy?
- Too hard. There is also hard gating that feels unintuitive (i can float over the fire to get to the terminal door, but i cannot open it unless i put the fires out).
- How did you feel about the oxygen meter? (Balanced? Too slow? Dynamic with player movement and fire?)
- seemed to deplete pretty fast
- How did you feel about the fire/extinguisher? Were the fires a good enough distraction to keep you on your toes?
- I could just fly over the fires. It was hard to tell when a fire was really out, the despawn animation seemed to take a long time and not provide immediate feedback that i doused the fire.
- What did you think of the pace/length of the game?
- I didnt get past the first terminal room. It was very hard to figure out the codes. Those code puzzles need more positive feedback. Did i get a single number correct? Also, the puzzles for that should build in complexity. Make one puzzle a “gimmie” just so players know they are on the right track.
- What did you think of the level design? Was it easy to keep track of the rooms given the constraint on the door charges?
- I could not tell why doors wouldnt open. There needs to be some sort of feedback to the player if a door cannot be opened.
- What did you like about the game?
- The movement was cool and the sound was good. The first terminal room seemed like it could be a fun puzzle, but it was pretty difficult. I had no idea if i was on the right path or not.
- What did you dislike about the game?
- It was hard
- What could be improved or added to enhance the overall gameplay?
- Make it easier, especially at the start, ease players into the puzzles. Give the player a couple easy wins at the start. (the fire extinguisher to put out fires is a good one)
- What did you think of the overall feel/ambience of the game? Did the sounds and art mesh well?
- I think the sounds and look meshed well. I’d have done more to highlight doors that can be used.