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CCPToebeans

4
Posts
A member registered Dec 14, 2021

Recent community posts

(2 edits)

As a connoisseur of Euro Truck Simulator and similarly chilled-out games, I really liked this.

Feedback:

1. I enjoyed playing through this. I liked the simple control scheme, the fact that the aim here was just to float from rooftop to rooftop and enjoy the view. It was nice. And that's not me just searching for compliments, I mean it!

2. I feel like you should lean into the Hot Air Balloon immersion here, adding some sound for increasing the height of the balloon, adding wind sounds when your moving between rooftops.

3. Some mechanics could just be cut here in favor of more hot air ballooning. Like crouching and jumping, I don't feel like they added anything to the game. Also, why force the player to jump into the balloon at the start? Why not just start them off in the balloon?

4. There are some slightly hidden features here that I thought were nice, like zooming in the camera with the scroll wheel to see things that are far off in the distance. . Lean into the idea that you are in a hot air balloon and add things that you think would be fun in that context, like chucking stuff into the water, or leaning over the side of the basket and looking down. It's fine to have a game where you can just enjoy the view, the fun part of making games like this comes in giving the player some toys to play with along the way.
5. Consider adding an option for a 3rd person perspective. It would be cool to see the balloon as it flies through the air.

6. Wind animations. It would feel really cool to be able to tell how fast you're going from looking at the speed of the wind blowing past you. (or from what it sounds like).

7. There were a few bugs, but nothing really major.

8. This was a nice relaxing game to play. Well done

(1 edit)

Cool game!


Feedback:

1. I enjoyed the format here, this room-2-room rogue like genera is one where players bring a lot of assumptions & expectations, and those can be difficult to meet. This game managed to meet them for me. The room by room exploration reminded me of playing The Binding of Issac or A Wizards Lizard.

2. Some of the mechanics could have done with a little more feedback. EG the attack. I wasn't aware of the range of my attack since there was no animation. Also because the attack only activates when an enemy is in range, I wondered for a while if I was pressing the correct button. This would be easily fixed even by just adding a baton/sword/knife in the character's hand. It would have been a little clearer what to expect.

4. I felt that the rooms could have done with some more variety than differing amounts of enemies. Maybe even just different enemy types, slower but more powerful for instance. Although this may have just been a symptom of time limitation set by game jam. (I might also have missed it) Even if there's just one power up per level, it gives me something to look forward to.

5. Good job with the sound! I liked the wooshing sound when I attacked.

This game was brutal, but it felt good when I did well.

Feedback:

1. I really like the art, the enemies, the character, and the background look really nice!

2. Well done with the sound, the sound feedback you get when an enemy shoots at you is clear and useful, and I thought that the background music matches the art style well.


3. The help section takes a while to read. This is fine! But the game does not pause while the help section is open, I died a few times at the start while trying read  it.


4. The shop is hidden from you at the beginning, I feel like it would be useful to draw attention to the shop as one of the first things they see in the game, since it's a really central part of your design :) 

5. The reference to "scrap/Sc" is different in different parts of the UI. It took me a while to understand that scrap was being used to pay for structures. Maybe if scrap had a symbol (even just a $ sign) it would be easy for the player to make the link. Also drawing attention to scrap dropped by the enemies when they die would be useful, as it's not immediately obvious that it's valuable to the player, try making it shinier, or adding a little moving icon over it :P

6. This is my personal opinion, but the start of this game is really hard. This is fine, I like hard games. I don't think the you should reduce the price of structures or give the player more scrap. But have you considered giving the main character a fairly under-powered weapon at the start to help them deal with the first few waves? It would also be a really obvious "scrap sink" too, as the player could pay to upgrade it as more powerful enemies spawned in later waves.

7. I found this rather addictive, even though I died a lot, a played quite a few times before writing down my feedback. I found myself really enjoying it. You have a nice game loop here. Further work on this could include adding structures/upgrades/enemy types/ (and maybe even a weak weapon for the main character;) ) There's a lot of potential here.


Well done!

This felt really polished and filled out for a game jam! Well done!

 Feedback:

1. I liked the personality of The Overseer, it added to the tone of the game. Well done to whoever wrote and whoever voiced that. Voice acting can be really hard. The lines were well written and well performed.

2. I liked the simple mechanics of making yourself bigger and smaller, it was a good decision to have the size affect the weight & speed of the character.

3. Some of the puzzles where you had to make yourself small to run through a door before it closed were cutting it very close! In the first one, I had to run backwards from the button, as I didn't have time to turn my mouse around to point in the right direction before the door closed (even when holding shift to sprint). Later on, I started Jumping to try to increase my speed for these kinds of puzzles. I feel that when you are introducing this mechanic, you don't have to make it so hard to complete. You can always ramp up the difficulty later on.

4. (this is linked to 3.) If you ramp up the difficulty of a puzzle by tuning timing, you increase the 'twitch skills' required to complete the puzzle, this may make some players think that their solution to the puzzle is wrong, when it's really just their timing that's off. Timing can be a useful puzzle mechanic, but I would make sure that the correct solution still allows for the player to complete the puzzle reasonably comfortably.

5. The final puzzle with the moving platform where you had to increase and decrease your size to get underneath the beams in time was genius.

6. This was a really rewarding game to play. If you were to continue working on this game, I can really see all the mechanics and mini-puzzles created so far combining into some great game-play. Well done!