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gramush

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A member registered Mar 09, 2022

Recent community posts

 I had a lot of fun playing it. It has many good points like art, music, gameplay but in order to give feedback I will focus on where I think it can be improved:

- Remove the energy counter on the surface, just keep the orb counter. At first I thought I could keep the energy collected somehow and after a few runs I realized that it always restarted. I think this small change would avoid generating the idea that you can save energy between runs (although you can save energy between runs with the upgrade the player would be able to see the energy he conserved when entering the first room).

- When buying all the permanent upgrades the orbs lose all purpose. My suggestion would be to add the possibility to exchange them for energy or items.

- -When you kill all the enemies and you have to wait for the remaining attacks to hit the wall to continue you lose a bit the fast pace. My suggestion would be that the doors open if there are no more enemies, so the remaining attacks can still hit the player but being able to continue without waiting.

- Personally the room that is a narrow rectangle is frustrating, especially when there was one of the enemies that counter attacks when you kill him. My suggestion would be to not add too narrow rooms or to balance the monsters that appear in them.

- Sometimes when trying to dodge it sticks to the wall when you don't want it to. My suggestion would be to only stick to the wall if you do it in combination with another button,  though maybe I just need to get more used to that behavior.

- The weapons are a bit unbalanced. This is especially visible with the flamethrower to the point of avoiding using it.

That's all.. Even if is an alpha version it feels like a complete game, I can't wait to see the final version!

Hey,  overall a great gaming experience, the graphics look great and with sound it's sure to be twice as good. The puzzles are a bit simple at times but it feels pretty good to complete them.

I think my comments are focused on the technical aspect and even they are details that are not polished because it is a demo, but I think that saying them out loud will help to take into account those small details while the final version is being developed.

- in hub the reload icon grow indefinitely when pressing the reload key.

- The aim goes behind some element (hub doors as example), i think it should be always in front of all other elements (stoping in walls and collision objects of course).

- option 'show icons on magnets and fields' only applied to magnet not fo the icons flowing in the magnetic zones

- if the game is already set in fullscreen, when exit the game and start again it will start in fullscreen and the 'fullscreen' button will toggle to window instead of fullscreen.

- You can pass the magnet through the area without magnets if:

1. you leave the magnet just on the outer edge of the area without magnets.

2. You put the character right on the inner edge of the area without magnets.

3. Take the magnet and throw it as fast as possible before the zone makes it disappear.

- From a personal point of view I feel that the design of the tubes is a bit out of place with the industrial/metallic environment, maybe metal tubes would be more in line.

- The character moves well but I think that the possibility of "running" would improve the experience, especially when you get stuck in a level and have to do everything again.

You are doing an excelent job!