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Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.

I like the visuals of this, even if it does add some confusion to what's going on. As a first person shooter, it also runs very smoothly. I also liked the choices fore upgrades, though I was confused why there were upgrades to make it harder. Overall, the game has a good start on it.

As for what concerned me, a lack of feedback from taking damage is the first thing I was against. The first two times I died, I didn't even realize why because I didn't think I was getting hit.

Another thing that I didn't like was how enemies with crystals required you to hit the crystals itself instead of the translucent part. I feel like the whole being should be susceptible, with shooting the gem doing more damage.

I also couldn't figure out what the goal was. Am I supposed to kill the spawners? If so, then the gem vs. translucent thing comes in again. Even if it's a demo, the player needs an idea of what they're supposed to do.

I see promise in this one. I can't wait to see more.

(1 edit)

Thanks so much for the feedback!!! :)

Okay not going to lie, I really like the Skull O Matic powerup from Vampire Survivors + added difficulty so I wanted to place something like it into the game lol. My intent was to introduce better upgrades into the pool if the player improves the enemies. I did not clearly show any benefit of collecting enemy upgrade initially. I now am thinking of placing all enemy buffs into a single upgrade path to mimic Skull O'Maniac as increasing individual stats does not make too much sense to collect! At least with increased spawn rate + slight stat boost to feel it's easier to get XP faster at a slight cost early game while the enemies are weaker.

Yep! The feedback of getting hit was a problem. I have already fixed this in a new version of the build which I will share in the future!  Also great point about the enemies. I will most likely go about this approach!

As for the goal it was to survive as long as possible, and I did not make that super clear sadly. This was the result of scrapping around 2.5 weeks of work because I made some design decisions that messed with the run and gun nature of the game really badly. The new goal is going to be to survive 10 minutes, and it contains more enemy behaviors + bosses. I have now written a mission objective on the new HUD that explains the goal as well!

I missed the stream due to some last second obligations, but def look forward to the VOD! I wanted also say I appreciate the streams you do for indie developers, it's so valuable to get these and along with helpful feedback! :D