It was dangerously engaging. I came for a game and almost left with a gambling addiction 😂 Jokes apart, I can really see the effort you’ve put into the UI, SFX, and 3D art. Huge kudos to you!
CelestialDev
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A member registered Mar 23, 2024
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I liked the environment design, audio work, and core mechanics, but the game didn’t feel very engaging because there wasn’t enough challenge.
The mechanics seem designed around competition, but it wasn’t clear who the opponent was or what exactly I was competing against. Because of that, the competitive aspect felt a bit unclear and less meaningful.
Also, being able to purchase everything from the shop immediately weakens the purpose of having a shop system. It would feel more rewarding if items had to be earned through progression, currency, or performance.
I’ll list my feedback in points:
- I played more than 10 times to get used to the game. For the first 3–4 runs, I was mostly trying to understand the controls. The tutorial didn’t make them clear enough, and I still wasn’t fully sure what the Tab key was meant to do besides showing some text.
- During reloads/restarts, my cursor often moved outside the game window, which broke the flow and caused avoidable deaths. This is common in browser games without fullscreen or cursor-lock support, so a fullscreen option would improve the experience a lot.
- I didn’t understand the purpose of the countdown. It might need clearer context or feedback.
- After surviving for a while, the game suddenly spawned a huge horde of turtles/enemies. The difficulty jump felt too abrupt, going from manageable to overwhelming very quickly. A smoother difficulty curve would keep the game more engaging.
- I wasn’t sure what the swirly object was supposed to do. I stood on it for a while thinking it might heal me, but nothing obvious happened. It may need clearer visual/audio feedback or explanation.
