Thank you for checking out our game! As for the trampolines they use a mix of current velocity and how added power when you jump on them, there might be a bit of randomness due to the velocity factor! This is somthing will try to improve. As for the final level it is possible but it having a mechanic that relies on chance would suck sooo will get to work on it! Thank you for the feedback
Iron Feather
Creator of
Recent community posts
Gamplay
it was a tab bit hard to tell if i had jumped or sucessfully destroyed a astroid, but the jumping and controls felt almost perfect, the arms of the character added impact
Art
the character design is amazing and brings alot of personality with little work, which is amazing, oftn i spend hours to bring personaility to characters and it was done in such a simple and effective way
Theme-
It was a little unclear what the relation to the theme was but then i read the description, and it works pretty well,
Overall
A simple game that has high replay value if youm add a bit more impact and clear signs towards destroying astorids, pretty fun!
The theme for this game is great, i didnt even think of somone doing somthing like this for the theme and it fits perfectly.
Gameplay
At first i was a tad bit confused what type of gameplay was paired with the visual novel, then i got the option to switch labels and it made alot more sense, it works well with the theme and the idea, it made me keep a bit more of an open mind while looking at characters
Art
Overall the art is pretty good, however the implementation of it would have done alot to improve it. for example the character profliles or icons, are behind the text area making it a tab bit hard to see there faces, or character designs, for some of them its fine, but some other characters i feel loose there on screen presence. having some sort of highlight or focus on which character talking would also help alot. overall good art, with a bit better implementation it could be great!
text System
WIth visual stories text systems are the like key to its success alot goes into em, you did great having text history, settings to change text options, having save features and a auto feature. it could use with showing text one character at a time, and the ability to change speed for indivdual words you want to give emphisis to, along with the option to bolden words. theres alot in freedom is guiding the player in how you want them to read. overall great job implementing this options
Overall in total: Good theme, good story, could use some more polish to make this game have alot more impact!
Overall great job
Whats really good-
-The art was unqiue and had alot of character
-the amouunt of polish that went into your dialouge function, it popped very well and you can tell alot of work went into making it look clean
-introduction was fire, and the character designs were phenominal
What could use some work
-The player slides alot, movement could use being a little more responsive, that being said for this type of game it doesnt affect gameplay that much
-jumping frames feel a little wacky, but it also adds a tad bit of character
I really enjoyed the game, and the art and story was really nice!
Overall i love this type of game, it reminds me of binding of Isaac, the overall art was really cohesive and although not visually amazing, it really did set the tone and vibe which is infinitely more important than a few good pieces of art in a game. The sounds also matched really well with the art, really cementing the theme of your game.
Some small gameplay feedback./
-as of right now the player is the whole collider, when navigating through the barricades and walls i often found myself having trouble fitting into tight spaces. a way to fix this is make the movement collider at the base of the feet, and the hit box for taking damage take up the whole player.
-taking damage didnt have enough impact, somtimes i didnt know when i was hit.
-chest sytem, at first i had a tad bit of trouble figuring out how to open the chest, a better indicator may help!
Overall good game just needs a tad more polish!
Reminds me a lot of Psychonauts!The motion blur was a bit much for me, but that's just because I'm a wimp with motion sickness. I also thought the FOV change during sprint was cool, but it never turned back off until I switched to the neuron level. And then I did it again, and it stuck on again. I think the way the models changed when you pulled the nibs was awesome! Looked very fluid.
Yeah, the deadline was in like 30 minutes and I was panicking when I realized the ending was only built in one world, so I just slapped some dialogue down. If I'd had more time I would've locked movement and forced it to switch into the cutscene. When we release a full version it'll be sure to be better!
This is so cool! I love horror type stuff. Wandering outside before I went in I made a mental note of some pigeons being stuck in a weird half-flying state, but then when I went in and saw it was time-stop, it made total sense! It was great attention to detail. My only complaint would be the loading/unloading of assets, it seemed like everything wanted to load only when I was staring right at it, and wouldn't load until I was already looking at it. But maybe it's because I played in browser instead of downloading? Regardless, I look forward to seeing what y'all do with this!
Overall for a 3D project not bad for a week worth of work. some things to note for feedback
the crystals were a tab to fast, and with the movement made it a bit hard to counter.
The gun should probably have some more feedback, even somthing such as the hitmarker expanding as it was shooting wouldve been cool
now for some artistic opionions.
the gun was a little out of place, it felt like a spacey dream-like world, i think you couldve used some sort of other item to make a more coheisive imerrisive world.
overall my summary is
with better movement, more feedback and slight artistic changes this game can be improved exponentially.
the gameplay is there and it has potential!
As the guy who put the ending together super last minute, yeah. I forgot to lock movement. But as soon as I saw that bottom corner flicker behind the black screen, I decided to not fix it as a bug. That fade to black image is a giant picture of a monkey that I turned black, so I left it as almost an Easter egg 😉










