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Sloth

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A member registered Sep 06, 2024 · View creator page →

Creator of

Recent community posts

That was really cool to watch through, thank you for posting the gameplay video and giving all the detailed feedback. Some solid ideas and critiques from the commentary. Appreciate you guys taking the time to check it out.

Thanks for taking the time to play it and give such excellent feedback, especially the stuff related to the combat is very helpful as I've had a few comments on that.

Thank you for the feedback and for checking out my project, I agree those explosive enemies around the corners don't really have much counter play at that distance so I'll make some changes there, also like your suggestion about maybe having a way to prevent them detonating through something like a melee attack. Also good feedback on the melee attack, hearing a lot of issues with that so I'll sort that too!

Really polished, really immersive. I've never played a game with vehicle controls like that but I thought it was pretty intuitive! I saw some other people comment on this and I was also feeling a bit disorientated / dizzy at times, I'll try out the settings you suggested but if it's a common issue it might be good to have those as the default. Still it's an insanely high quality game and I struggle to give suggestions beyond that.

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You're the first person to catch/mention the Teleglitch ancestry! Lots of great feedback thank you for taking the time to play it and share your thoughts, I will fix all of those things.

Thank you for the feedback and I'm seeing a trend with the melee combat being unreliable or weak so I'll fix that!

It was my first time trying this, tbh I was pretty confused about the controls, maybe I missed something but I couldn't find a list of controls so I was just pressing random buttons at one point to try close the window that popped up when I think I accidentally pressed a key (I don't think there was an [x] in the corner or anything to close it) and while going through the keyboard I summoned a portal lol. 

I think the movement and combat feels good and responsive though. I also like the level design and general feeling of exploring the world.

Some small QoL things would be larger text in the dialogue and transparency on buildings when you walk behind them. 

Overall I think it has good potential, it's the kind of game I like to play and I want to see where it goes.

Thank you for the detailed feedback (I'm sorry again that I couldn't return the favour beyond just praising your game). I've already made some changes based on your suggestions like increasing character speed and I'll keep the combat pacing in mind for when I update level designs in the future!

Thank you, I like all your suggestions and I've already implemented some changes from them!

What a fantastic gameplay loop and just insanely polished overall, the characters and voice effects add a lot of extra personality to world as well. I don't have any improvements or issues sorry for the surface level feedback but I just think it's already excellent!

Cool visuals and textures, particularly a big fan of the main character's design. I played on KB&M but I found the transition to aiming quite jarring, I expected it to turn my character towards my currently looked at direction and aim at that but instead it aims in the direction the character is facing I think and moves the look direction towards that. I love these types of games so I'm excited to see where it goes.

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Very stylish art and UI and enjoyable gameplay but I think those early levels need to be much more forgiving to give new players a chance to get used to the movement mechanics. I saw you're already going to fix the menu highlighting but I was going to mention that too. The dialogue system has a lot of personality, I like the character reactions. With parts where the track can overlap other parts of track, the ground closer to the camera obscures the lower track that you're moving on so a transparency setting or being able to move the camera would be nice features.

Edit: Being able to select a character by clicking anywhere on the character not just the small circle would be a nice QoL feature. Also for the level / character select screen, as the levels are on the left, I selected that first but once you select a level, it starts right away so maybe a confirmation button for when you're happy with both options instead.

Cool atmosphere and visuals. I was a little confused about the pet mechanic, is it just a reload/ammo system? Also wasn't sure about the cubes you get from the vending machines but it seemed like food for the pet? Overall comfy vibes and the environment actually felt like a cool place to explore, loved the little details like the graffiti and toy boxes.

Visuals are excellent, love your texturing!

I probably don't have the best feedback because I honestly just enjoyed it a lot and besides some prototype jank, I think it's a really solid demo and I like the style of combat. I do think you should have a few single enemies spaced out in the beginning for the player to get used to the combat mechanics and timing - similar to how the training in exanima has a gauntlet with different weapon types for you to get used to fighting as there were quite a few groups of two enemies. Looking forward to seeing where this goes!

Was a little confusing at first with no tutorial but once I played around a little bit I think it's a really cool project. Makes me think of a mix of Devil Daggers and Gravity Rush and I could see there being a lot of possible skill expression through making use of the gravity switching mechanic. The way that enemies kind of stick to you is a little annoying if you get caught by a group of them, maybe once one attacks, they have a short cooldown period where they back off a little and strafe around you. Overall I really enjoyed it.

The art and music is excellent and it has nice fast paced gameplay.

There we some things that weren't that intuitive when I first started playing, for example, I figured the bat direction would be based on direction from the player character to the mouse cursor position however I actually kind of like it, just took some getting used to. I also like the decisions of where you display the ammo and having the hat based health system is actually a great feature that I'm going to remember.

I did have a random glitch where of of the second blue enemies was stretched out, massive and getting skewed in random directions (probably it's move directions) as it came out of it's spawner I think.

Thank you for the feedback, I'll definitely make some of those changes!

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Excellent visuals, the colour quantization and palette works really well and it's all looking very polished and the actual core gameplay is enjoyable. 

For points of possible improvements: It seems like maybe there's some randomization in the order you can get the courses - I think the second one I got was one that had a very steep climb with a barrier obstacle above it, I think that was a bit rough to start off so early with. As the game is first person, I didn't always know what I had to interact with straight away like if the door opened because I may have been looking down at the course when it happened. I also tried using the options menu but I couldn't leave it once I was on that page - tried escape, enter, backspace, clicking on apply, etc.

Edit: Forgot to mention that the main menu darkens the hovered option which was a bit confusing about which option was selected.

That's fair, it's definitely a very simple base so far but I'll look at some references to figure out how I can take it further, thank you!

Thanks again for the feedback, any chance you could elaborate on the combat not being interesting? or any ideas how you would change it?

Firstly, thank you for making a web build and for the feedback!

I wouldn't say this is normally my type of game but it was actually pretty engaging. I like that you have character customization that's always a bonus. When you have the character preview during the creation screen, I think it's always nice if you can just click and drag on them to rotate instead of using a slider. Being able to zoom in on the face when customizing it is also a nice feature.

For the gameplay, I think the cafe filled up a little too quickly in the beginning. I did read the instructions on the wall but learning on the job is more engaging for me so I opened the cafe quite quickly but I was surprised at how quickly there were a lot of customers so early in the game.

Super polished experience - the gameplay is simple to understand, art has good contrast that communicates everything clearly and the music is a great choice. Loved the different character options, level select screen and the UI designs.