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Oironet

9
Posts
A member registered Feb 12, 2021

Creator of

Recent community posts

  • What types of cards or upgrades would you like to see? 

Weaken - next enemy card does less affection

Discard - forces enemy to discard highest energy card

Recharge -  X energy, get 2X energy n turns from now

Poison - reduces the enemy energy by X for n turns

Energy steal - steals enemy energy

  • What types of enemies would you like to see added to the game?

Aggro enemy, overwhelms with cheap cards

Charge enemy, saves its energy for huge affliction turns

 Brick, slowly forces your card slots to be stationary (the card in the slot must be played before the slot cycles now). The longer you take to clear a slot the more slots stack up

Poison,  but against you

  • Does the overall movement of the affection slider feel good?

Yeah looks good.

  • Is there any other additions you would like to see?

None currently, just keep building on it, looks cool! Good job!

  • How does movement feel?

Feels great! Jump is maybe a little low but also quite floaty.

  • How does the camera feel?

Also feels good.

  • How does the level feel so far?

Seems awesome, like the level design.

  • How do the controls feel?

I couldn't figure out how to do anything besides moving and jump. If there was supposed to be more a small paragraph would be helpful for controls.

1. How does the world feel?

World is fine, lot of forest, would like to see different landscapes.

2. How does player movement and camera movement feel?

Player moves fine, camera movement is a little fast and when you rotate  completely around to face the player, it instead zooms in to the front of the player instead of being like a sphere around the player.

3. General things you like?

Idea seems cool, just gotta add more which will happen as development progresses.

4. General things you don't like?

Cool models for the player would be nice.

5. What do you wish the game did?

Sound for the monster.

6. General reaction/comments?

Good base, it'll be cool to see where it goes.

-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?

Maybe a little more assistance, but I think letting the player know it's a puzzle game, and then limiting assistance, or even making assistance a spell if the player gets stuck?

That way you can satisfy people who want the challenge but also help others when they get stuck.

-Are there any specific puzzles/mechanics you would like to see?

None that I can think of, maybe turn a ball transform for funsies.

-Does this room look like a spaceship room?

Sort of. You might be able to pull off more spaceship with more metal or lighting that is less bar-like

-Does the walking seem intuitive?

It's fine, a little slow.

-Does the spell usage seem intuitive?

It's a little clunky, you could always hotkey the spells to like the number pad so they're easier to use (especially the ones like Open Sesame)

-Does the information in the text box help?

Yeah it does, I like it.

How was sneaking? Was it intuitive? 

Sneaking was cool! It was incredibly intuitive, although I was a little confused by the undetectable ability, maybe add a better indicator to show enemies can't spot you?

How was whetzel detection (ex. range, accuracy of detection)?

Good, I liked it, but the undetectable ability didn't work for some reason if I was already detected?

Do you like your move speed?

It's good for a sneaking game.

What do you think of the map size?  

Good size.

What skills would make it more fun?  More challenging?

Greater detection range? Have it so the enemies can pick up speed to catch up to you easier? Maybe give them a gun?

Did you like the music and volume level?

Yeah great spot.

That Gauge Task is pretty awesome. Whoever made that must be pretty cool.

Music volume: is it too loud, too quiet?

Maybe a bit too loud.

What did you dislike and why?

Lack of variety in enemies and what they give was a let down since it led to the game's objective becoming very linear. Though in the time you've had to do this, the art, world and mechanics are incredible. The how to play was also very informative.

Did you feel like anything was missing and what?

Maybe a different enemy type for a different area?

Was there something you tried to do but couldn’t?

Nothing

Did the controls feel natural?

Yeah they were good. Maybe add WASD?

Is the objective clear?

Yes! Explained clearly in the how to play.

Did you feel like you were getting adequate feedback on your actions?

Yes. The shooting felt a little weird though, maybe due to how slow the projectile is.

(2 edits)

* How does the dial feel, is it intuitive

Dial feels great.

* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)

Throw is kind of weak, and the trajectory is also low as a result of that.

* What do you think of the scenery?

Scenery is okay, feels different from the character though. 

Amazing animations and art btw for the character.

General: 

Look and feel:

  • Does the character feel sluggish? Is it fine for the character to feel slow if upgrades will eventually make the character feel better?

Character does feel sluggish. I think upgrades that make the character better would be nice, as long as they scale correctly with the enemies they're facing. (You don't want it to be impossible to clear the mobs initially with the base speed if that makes sense)

Enemies:

  • Can you see the game becoming too difficult? If so how do you think we should balance it?

Upgrades would be cool or enhancements. Increasing weapon power, giving it range, or even increasing the size of the enemy could help balance out the ever increasing horde of mobs.

  • Are there too many enemies? How many unique enemies do you think there should be?

I think there are at its current stage.  Also, no idea but quality over quantity.

Tower defense side:

Turrets:

  • What upgrades to the turrets do you want to see?

No ideas.

  • Is the firing speed good for the amount of enemies?

Add an upgrade maybe so it can scale?

  • How many unique Turrets do you think there should be?
  • How many Turrets per X path squares of path should there be?
  • Are the turrets’ sliders easy to use? 

Wasn't able to add any turrets.

Enemies:

  • Is the pathing good for the Enemies?

Yes

  • What kind of improvements should the Enemies have?

Cat side:

Cat:

  • Is this cat chonky enough?

Yes

  • When shooting with the main cat do you see any improvements? If so, what are they?

Add a better visual indicator of the range of the gun.

  • Is the movement of the cat coherent?

Yes


  • How are the cats movement? 

It's okay, slow

We are planning to add these in the future how do you think they would impact the game?


All cool ideas, implement them if you can.