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Helava

5
Posts
A member registered Jun 06, 2020

Recent community posts

Aiming is good, and being able to pick up new weapons works well. While obviously, the game needs some walk animations, what I'd want to see *first* are hit animations and effects - stuff that shows that you've been hit by enemies (other than just your health bar decreasing) and that you're successfully hitting enemies (other than them just disappearing).

It's weird, but you know you'll be able to do walk animations eventually - but hit animations change how a game *feels* so dramatically that putting them in early is really worth the time. It shows the player that what they're doing is working (or what they should avoid!).

Jump feels a little floaty, but that's just a matter of taste, and could be "right" if the character had a little jetpack or boots or something.

Very cool to be able to play through the whole level! The security guards move really fast. The gameplay is pretty clear getting keys, navigating the maze. The inertia in the movement adds to the challenge in a nice way.

Initially, I was confused about the girl moving through the walls, but once I "got it" it was sensible. Some sort of effect, like her sprite becoming translucent, when she goes through the walls would make it clear that this is intentional right away and not leave the player confused if it's a bug.

When you pick up keys or food, or even get attacked by the security guards or the ghost crush, having some sort of "hit effect" would be really helpful in communicating that the player did this thing successfully (or failed). Visual feedback makes everything clearer! 

Movement is good, and the directional attacks are a nice touch. One thing I'm worried about is if I can just spam the arrow keys all the time and attack constantly, it can make tuning the difficulty quite difficult. Attacks should have some time when the character is vulnerable - like if you take a swing with a big, heavy axe, you need time to recover during which you're vulnerable. Risk vs reward!

I picked up the stuff, and opened the inventory, but I'm running the game on an ultrawide screen, and the bottom of the inventory was cut off, and it was unclear how I should interact with it. While 5160x1440 is an unusual resolution to run at, people will have all sorts of hardware configurations you'll need to make sure work! 

Neat concept!

The mouselook + keyboard movement is good, and the way the legs orient to movement, and the upper body orients to the mouse is great. Makes control very clear. Without punching, it's difficult to tell how the combat will actually work, but the movement is a promising start!

Hi! Is there a list of controls somewhere? I've found WASD for movement, but can't figure out how to interact with things. Thanks!