Great! I hope it helps :]
Etra's Games for Non-Gamers
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ok so this worked perfectly for my mum when she tried to play the game, exept for the last bit (the bit over the drawbridge). she mastered th simple ledge jumps up the big stairs but struggled with the jumps accross the void because according to her it wasn't "obvious when her feet were at the edge of the platform", so she kept over or underestimating when she was at the edge, leading her to either fall in or jump in. another problem once she finally managed was that she jumped accidentally onto the railings of the treadmill bridge skipping entirely the act of pressing (w), (space) and (shift) at the same time, and so she got stuck as she didnt start to fall back, which is supposed to allow you to open the door.
Other than that the game worked perectly to teach her how to move and look around in a 3d environment, and how to interact with objects.
Don't overwhelm your players with too much info. I actually did a video like this on Deltarune so I have a bit of a guide already. My biggest concern is that new players will not have enough patience to learn the information neccesary to play RPGs. It may be better to have an RPG be a player's second or third game. If you continue with this project I'd love to hear updates. If not then I don't blame you lol.
Yeah, I saw that and left that in so players could feel clever about "breaking" the game. Sort of like a micro-version of people "breaking" shrine puzzles in Breath of the Wild. Also how did the test go overall? Were there any other issues? And are you planning on trying Portal? Thanks for the feedback!
Yeah, I saw that and left that in so players could feel clever about "breaking" the game. Sort of like a micro-version of people "breaking" shrine puzzles in Breath of the Wild. Also how did the test go overall? Were there any other issues? And are you planning on trying Portal? Thanks for the feedback!
@Toolbox#7934 Hey I just played Voidlock and see quite a bit of potential.
First things first please include a readme or in game tutorial that explains how the game works, because it took quite a bit of trial and error to figure out I had HP and a LOT of codes to get through. Even later I learned HP recovered and how much I lost when i was touching the red. None of these thing were clearly explained or visualized in the game so that caused quite a bit of initial frustration.
When I started playing I took things VERY slow because that was th dominant strategy. I wanted to keep my HP up cause I didn't know how difficult things would become. The music, which I thourougly enjoyed, kicked in, and like "Movement" I was expecting something to change mechanically as well... but nothing happened. I enjoyed the music, but overall it was a slow repetive experience, which didn't have to be slow. The only reason it was slow is that if I went quickly I would risk taking damage. Then I beat the game and it asked if I could go faster, which was dissapointing since there was no real reward at the end like teased in the description "What lies at the end?"
BUT then I played it quickly, and it made a world of difference. I imagined racing against an invisible timer that I'm suprised isn't in the game. This intense focus with the building music really put me into a state of FLOW, However every other code I always had to sit and wait for the red to dissapear, which made me lose the chance at the reward since all I got at the end was "go faster" yet again. You have a really solid concept here and just three things need to change to get every player into that state of FLOW instead of boredom.
1. Add an onscreen countdown
2. Make the red zones fade out almost instantly. The theme of speed doesn't work when you are spending half your time waiting. Instead drastically speed up the projectiles speed and fade time so the player has to rapidly dodge instead of sit and wait.
3. Whenever the music changes do something new with the projectiles. With "Movement" every new music change came with a mechanical change of unlocking a new area with a new layout. In this game the music does nothing but add visual effects. (The visual effects are pretty cool tho) Anyway if you change the bullet pattern, speed, or quantity you can make unlocking the vault more intense as the music and visual effects build.
Really all I think you need are these three changes and you have a great little game on you hands. Feel free to message me if you make any edits. I'd love to try this again to see "what lies at the end" of the vault!
12/21/19:
FIXED
10/22/18:
I agree! However this is (currently) a supplement for an FPS which does not have shooting. (Bendy and the Ink Machine) I do plan to add this in within the next few weeks. Also quite a few FPS's have this target practice/ tutorial just not a tutorial for actually moving in a 3D space. I'll explain this all in my next video. Thanks for trying it out though!
I just played your game
aaaand holly crap I loved it
it is FAR from perfect but the music and effects were glorious!
like seriously
Ok detailed feewdback
First and Foremost I loved the effects and the buildup to the music it was an experience
the crazy flashing visuals were beautiful
but...
that doesn't help in a precise platformer....
and that seems to be the biggest issue I have with the game is the level design, which seems rushed together at the last second (just like my first game jam game)
the visuals were amazing except for the second one you get the flashing blue squares
it was obvious they were tethered to the player in some way and the random white flash is neat but it really messes with the platforming
What I would do if I were you is take your current engine and items re-design the level so it is cleaner and jumps are not as percise
instead maybe make the player faster every time they get an item to really emphasize the buildup in gameplay
with their speed they can make jumps they couldn't before to unlock new paths
If you do that you have a really really solid 5 minute experience I'd love to see at the top of Itch.io
I was great. It needs polish but if you work on the game for like one more day you could make it into something truly special. I have played over 300 game jam games and without a doubt this is the second best I have ever played.
Once I got the hang of it I really enjoyed it! You have a solid concept but you really need to communicate your instructions in your game page. The Time Travel aspect really gave this entry a unique vibe since you essentially played 2 RTS's at once until they merged which saved me twice in my play through. The visuals and mechanics were impressive for a jam game and although difficult to get the hang of nothing felt unbalanced. Good job!