Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Lonelg

4
Posts
1
Following
A member registered Mar 27, 2020

Recent community posts

First of all thanks for the demo. As I mentioned in other comments there's still a few issues with the screen and dimensions but you're getting there.  

The puzzles had some good ideas and there is a good uses of the assets you created to weave different scenarios so far.

If I can bring some criticism, I'd say dying in the game felt unexpected. It was for the 3rd door in the hub, being suddenly crushed just felt like a cheat. I didn't expect it, and so I had no reason to try and avoid it.

It's a bit annoying by the way when you die or have to reset the whole room and having to redo steps. I know theses are short but still. Especially since some room ask you to do stuff in a very specific order so it's easy to soft be locked out of the solution with the only option to reset. I feel like it should be easier to get back on a mistake and retrace your steps.

I also feel like there's a problem with distinguishing levels. First, in the hub, if you decide to do a room later, I feel like with a more complete game it would be good to know which room is which. Otherwise you just see a bunch of doors and would nor remember which one leads to what. I think on that note the game would benefit from being more visually distinct. Having visual elements that distinguish levels, make them more themed and stuff would be good. And while I know it's just a short demo, having a basic kind of narration, you know just having an idea of who your character is, where they are, why they are collecting stuff, having like a structure with long and short term objectives would be good. Or make it part of a mystery you would solve as the game progress. It gives the player a motivation to continue and makes them want to see more, something to look forward for, create a sense of progression, etc etc. It would also probably drive you to make creative levels that can tell a bit of story while also being fun to play.

I mean doesn't need to be particularly big. Portal 1 and 2 have very simple stories (barely for the first) but it still makes the game engaging, funny, surprising, etc etc. There's an additional level of engagement. Doesn't have to be super deep you know?

(1 edit)

The interface constantly is misaligned on the screen. If I go to a level it's the key icon that suddenly stop being fully visible.

There's already a silly problem for me: the game is bigger than my screen and I can't resize it.