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AlahtaLuna

2
Posts
A member registered 35 days ago · View creator page →

Creator of

Recent community posts

Menu scene: 

 The menu scene is really adorable. A small quokka stands on the shoreline looking directly at the player, which feels inviting and sets a nice tone straight away. The beach environment looks great, and the water and skyline all work well together. The menu title and buttons also match the scene nicely, with colours that fit the overall style. 

Game scene:

The game scene builds on the same environment as the menu, which keeps things consistent. Small eggs are placed around the beach to collect, giving the player a clear objective. There is a list of buttons in the top left corner (Up, Down, Left, Right, Reset, and Menu), and these are easy to see and understand. The addition of ambient audio, like gentle waves and bird calls, really helps with immersion and makes the scene feel more alive.

 

Area for improvement: 

 Menu scene:

Only the Play button has an action, however, this could be due to A1 and they will be added for A2. There is no ambient audio on the menu page, which would have really added another layer to the overall feel of the game and made it more inviting.

 

Game scene:

The directional buttons are currently placed in a column with the Reset and Menu buttons. I think it would be more intuitive to separate these, placing the directional buttons in a layout that matches their function. Also, the up down buttons move the quokka straight up in the sky or down into the sand, rather than moving naturally in the scene. This suggests the game may not be using a proper plane or 3D system and so the actions are limited to one dimension. Because of this the player cannot fully interact with the environment, which also make collecting the eggs impossible. 

Hi, Great game! 

The echidna is very cute and fits the expectation set by the menu. The bush scene also works well and uses different shades of green to distinguish between trees and ground. There are different shaped collectibles to represent the bush tucker, and there is a very satisfying sound when they are collected. It also displays what each collectible is on collection, and the counter in the top left updates clearly. The arrows on the bottom left of the screen are easy to understand and use, and the echidna physically changes direction based on the arrows, which is clear feedback for the player. All of this helps maintain strong navigation and clarity during gameplay, as the player always knows what they are doing and what is happening.

Some thoughts for improvement...

The camera follows the echidna, however it only shows one direction. When the echidna is moving toward the player, it is hard to see where it is going. This affects navigation, as the player cannot clearly judge direction or movement. A better approach would be either pulling the camera back to show the full scene, or using a third-person perspective so the player can always see what the echidna sees.

The echidna also starts to roll when it bumps into objects and can roll off the edge. When this happens it falls into the abyss infinitely. This breaks both clarity and navigation, as the player loses control and direction completely. A simple fix would be to add boundary walls or create a dead zone under the map so the echidna respawns.

The on-screen arrow controls are clear, but adding keyboard controls would improve usability for PC players and make navigation more natural.

I also noticed that after some time, a gunshot sound plays followed by forest sounds, but it stops shortly after. The sound should start on load and loop to maintain consistency. Consistent audio feedback also supports clarity, as it helps reinforce the game environment and player awareness.