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(+1)

Looks like a great potential! Gameplay needs some polish though, but this feels like “very close” - rather needs some tweaking and maybe some better tutorial in the prologue to explain the game mechanics.

I must admit that I’m not sure how exactly to do that, but let me try (very IMHO and if it doesn’t fit your vision of the game, ignore): 1) first level should be easier, and should teach the player how to do stuff. 2) The combat is kinda clunky and unrewarding. It feels like the game would have been better without combat, in its current form at least. I wonder if separating enemies that actively attack player and girls to arrest into different entities could help here? 3) it feels like this game is literally asking for bondage :) I.e. instead of health use restrained state - with player can both tie enemies up (until they are immobilized) and getting tied up by enemy attacks.

Below are my on-the-go notes, but those are actually rather minor.

  1. Couldn’t figure out what compass does (how to understand the readings)
  2. Esc returns to main menu instead of setting the game on pause
  3. I get some weird “time” reading. Sometimes in “0.48” format where the last 2 digits either don’t change, or change slowly roughly once per second. Sometimes after restarting the level I get “37.28”. Not sure what it means.
  4. Powerups often overlap
  5. By dashing managed to jump out into the water and got locked there, seems to also have happened with buildings a few times.
  6. After defeated in FreePlay “Menu” button seems inactive? Or did I accidentally triggered arrest right before getting knocked down and ended up in softlock?
  7. Game is played from keyboard, but dialogue can be fast-forwarded only with mouse…
  8. [Ignore this - read later, leaving it here just to notify about controls confusion] Really uncomfortable controls. Both Shift and “E” mess badly with WASD, so they have to be pressed with the other hand, but they are too far apart to be able to stretch that much :) And when during the combat player needs to maneuver a lot… just doesn’t feel good. [Read from here :D] Ok, eventually (after more than a dozen of tries) figured out that to initiate the scene it’s enough just to touch the enemy (without dashing? because not always seems to work), no need to also press E - so this is by far more manageable.
  9. Powerups respawn? That’s good, but this is a critical information that might be good to explain in prologue
  10. It seems like it’s next to impossible to win without gathering a lot of powerups (which in addition seem to have caps, but those are never shown). looking for villains is fun, gathering powerups and avoiding fight is not fun :)
  11. Sometimes in the arrest scene the timer doesn’t go down (in UI, it works fine in the background).
  12. I must admit I didn’t figure out the difference between difficulty in different levels :) The biggest difficulty is to touch the opponent, everything else seems pretty much the same…
(+1)

Wow. Your post is massive! You are really know a lot of things in game design. And I am impressed with your advices, they are REALLY GOOD, that bondage thing and separating villians is a great ideas to implement! Also I will try to recreate and fix most of the notes and bugs you find. Thanks for your work!