I beat the final boss (first play though) and wow, he is much more difficult to defeat than any other island. I dislike the fact that you see some of the final bosses weapons the first time when facing the final boss itself as I don't know the attack patterns or how to take on the boss (the missiles for example). I enjoyed the game thoroughly. Some things that i would have liked to see more of: bosses that have a specialty. There were islands throughout the game that would ram you ,frigates i believe they were called and they were tough as every other island i floated to the top and broke the other islands shield and it was an easy win (as I was stacking shields), but the frigates would come straight for me and not even care about my shields. If a boss had this style but more health and speed i feel like that would become a huge challenge as you would have to prepare with spikes and more speed in your island.
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Thank you for such a great game. As I said before I wasn't paying the most attention to the actual music itself. I am glad there is different music for the different areas and sorry for not realizing this at the time.
Thanks and I hope all future updates and/or future games are just as enjoyable.
Wow this game is atmospheric. I enjoyed the camera you set and I feel it added a lot to the game, one should not be able to move the camera themselves.
Starting off from the building, I loved the decor and turns you have, and the light coming through the window, there is a second window to the right of the exit that seems like it should have light being cast as well as its on the same wall as the other window. I had little issue with the first little platforming section, there was one rock I got stuck on towards the end before the maze, but with 2 or 3 deaths I got over it.
After running through the long open corridor I came to the statue with the door and it would not let me interact. I ran back down the tunnel looking for a second way and came back to the statue. I don't know what I did differently but I was able to interact and go through.
The first maze through me for a loop, I went through the first two pathways fully and thought of seeing if I could "cheat" and walk around. I did so and noticed the third entrance. After going in I was still unable to find my way to the center, so I wondered around more until I finally hit the switch. I would have liked a little section before this with a button that moves a wall so I would know that's an option. After I found the first button I had no other issues with the maze.
Going down underground gave a whole new perspective and it would be nice if the music was changed up slightly. Not so much as it seems like it was a different game, but not the same track playing as before (It might be different but I wasn't checking it while there). The jumping was good except for the perspective on one jump that I thought I could hold left and make it but it was actually more in the foreground, Missed that once or twice, but I moved right along.
With the first laser dodge, HOLY SOUND. That NEEDS to be more subtle as how it is now made be jump from fright. The sound fits but it could use less volume or a less intense initial blast (like a winding up should before the blast - even if the laser hits you instantly.
After that it was onto the boat, The first two lasers I dodged the first time and I got to admire the beautiful water tunnel, the third laser caught me and it sent me back to the beginning of the boat section , which wasn't ideal but I couldn't complain as I like that part.
The next statue I got to I think I interacted while in a jumping animation and the dialog got stuck on screen and I was unable to move, so I had to reload. Upon reload the boat was not there (that isn't the end of the world but it would be a wonderful detail if you could spawn the boat where it lands after that section.
When there was the statue talking about the way unseen or something like that I kept trying to walk to the left of the 3 doors as there was a tunnel that seemed you could go through I got stuck there and had to reload (that does seem like a good place to add a spoiler room if you wanted).
The white where the screen whites out was very atmospheric and if you could change the music to be loud as you get there that would be cool (something else to focus on as the environment is less interesting)
I had minimal difficulty with the maze that appears before you, I wouldn't mind if the maze was bigger or if the entrance was closer to the right as I think most people start the maze from the lefcamerae as the camera angle is condusive to do so. It was the second path and I had it and I wish it took more time.
I liked the fade to white but I thought there was going to be another puzzle where the stones appeared infront of you so I ran all the way to the left along the boarder looking for another entrance before I ran to fade.
Visually the game is amazing and you use light and shadows very well. I like the minimal color pallet used on the environment. I think it would be more interesting if the light on the characters head gave off more light. I love the water.
Musically I enjoyed the "soundtrack". I didn't pay to much attention to it but it really fit this game. I think the volume of the music (not the laser) can be increased slightly over the entire game. 3 different soundtracks would be cool if used to focus on the different areas, (above ground, below ground, white area). Regardless of if you want to increase the base music volume I think it would be interesting to increase the volume in the white area.
I enjoyed this game and thought it really relaxing. I wish it didn't end so early.
I would give this concept game a 8/10. It is a good concept and the story progrssion seems draws the player in.
Take out the 1 and the 9 keys from the game, or inform users of what they do. 1 is to fall to the ground or glitch through floors, and 9 is for getting a debug tool and is used to get crystals.
This game is fairly good for being in dev. Some of the few things that were anoying as i played were:
After death the cursor is stuck in the center of the screen and canot be used in menues. To fix this issue a reset of the game has to be done.
Falling mementum is maintained through the grab ledge animation and if the fall is to a lower platform you wont grab on.
The penalty of loosing half of your crystals on each death is brutal if you want to grab upgrades, tone it down at the begining and at higher levels increase the % of crystals taken.
Scroll can be used as a view hack as you can zoom past the character model indefinitel.
Some of the object text is not translated.
If the player jumps twards an invisible barrier at a 90 degree angle y velocity is frozen and the player can still move along the x and z axis as long as player movement stays dirrect at any angle twards the boundry.
In some cases froward momentum was maintained after landing from a sprinting jump.
Polaris shots are hard to aim along the y axis as the shots seem to come from the player no mater where the camera zoom level is. Also in polaris mode the camera angle canot be tilted to a low or high enough angle at some points.
I know this is just a concept, but i also was looking for "bugs". Overall the concept is good and I could see a more indepth puzzle/ adventure/ combat game.