Wrong. I've been gaming my entire life and especially enjoy indie games for leaving more open to interpretation and analysis. There's just a difference between leaving something to be discovered and designing a level that doesn't properly communicate itself to the player. You can't presume the player to be wrong or unintelligent because they took a direction away from the main objective of the game if you gave them the option to walk away from it. This game serves as a perfect example because I spent a fair amount of time combing over the same small areas spamming both positive and negative energy at anything that would react to them. Given that I have the ability to move around and use those two abilities, it's frankly disappointing when nothing significant happens when you use all three of those actions. And to clarify, I did eventually move to other areas to see if I was supposed to just skip past what I had been combing over, and what I'm saying is that I began to question whether it was really worth my time to keep trying to do something significant if I could just go and play a game that had a little more direction. It's just not rewarding to spend 20 minutes wandering around aimlessly.
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I'm absolutely bewildered by this game but can't make any sense of what I'm meant to do or why I want to do it. Maybe it's that I'm using the PC controls and it would make a lot more sense if I was playing the game as intended, but as of now I'm just completely missing the point of what would be an incredibly unique and compelling experience. I really, really want to get this game, but all I can really see after about 20 minutes is that I can make things grow and shrink for no real reason.
So my feedback is this: I didn't understand. I'll never know if I would have liked this game.
Also there's something weird about collision while jumping. I haven't got screenshots or anything, but I was able to jump through the ground in some places. It wasn't a huge impact on my experience, but it's... a thing.
Thank you for making this incredible game. I wish I was able to get a hold on the objective.
Tutorial level needs an overhaul, imo. This is kind of a critical part of the design that my understand and my experience is that players will want to be able to blow through it, just to get a handle on the controls. I jumped in the spike pit to confirm that the spike traps I saw were spikes, and not a grass sprite of some kind, but my character's jump wasn't high enough to get back out- a little bothersome, but not a huge deal. What gets me is how difficult it is to kill the first enemies you run into, not in the sense that I find it to be challenging, but kind of annoying when my expectation going in is going to be that I hit the ground, play with some controls, knock some bad guys over, and get to the next story point. I tried to play this before going to work and didn't really get to give this game a real look because I was stabbing at a shield for 10 minutes. I'm kind of thinking that if I didn't know any better, I might have honestly just put this down if I wasn't specifically trying to give every game I play a chance.
A little slow paced. Interesting concept, but I feel it lacked any kind of rewards throughout. I kind of had to talk myself into finishing it. I think I would have liked it more if there was more leading up to each encounter with the boy.
I'm a guy myself though. It's harder for me to relate to this, I guess.
Glad to hear it! I'm pretty new to anything off Steam, so I'm pretty starved of unique experiences, so this was especially different from what I was used to. I'm really curious of what can be done with gaming as an artistic medium, and this game was kind of a gateway of possibilities from my point of view- I hope to see more of it.
Feedback on Depression: I had a moment when the ground was declining below me that I was terrified that I was going to fall right into what was metaphorically a pretty dark state of mind, which for some people would perfectly characterize the experience. I don't know if you considered adding some kind of gradual acceleration that sort of climaxed to a moment of just sliding helplessly into the pit below? I don't know. I know you're probably very past this particular game, but I thought I might share what I was feeling in that moment for you in case it becomes relevant to a future project.
I'm going to give the contribution box another pass on this one.