Love the ambient feel!
Joey C.
Creator of
Recent community posts
Not much to say other than keep at it! Though I'd still mess around with the relationship of the keyboard controls and the mouse. Could add more fluid transition when turning, while holding down AWDS keys and moving the mouse, in ordinal directions.
Otherwise, I'd apply to King's Isle Games if they're hiring ;D
Art:
- Gamma is a bit dark, maybe bumping up the light would help navigation.
- Essences left behind by the creatures to suggest prior habitation.
Design:
- Positioning trees to guide the player subliminally down an intended path.
- Maybe add elements throughout the game that are somewhat mysterious and unexplained to elicit the feeling of unknown and supernatural.
Gameplay:
- Creatures seem to teleport/move quickly to the player once past a certain location. I suggest lowering their speed and allowing them to be introduced from afar, then maybe adjusting their mechanics to spawn and attract randomly thereafter.
Art:
I like the feeling of playing Spyro/Banjo-Kazooie when walking around. I would continue to add more quirky additions like the beer stand at the beginning, as well as the fun colors, that way players will always have that other-worldly experience exploring, when not actively completing the main quest.
Design:
Play-testing the distance of sight for the player when walking around would help establish when/where to add certain attractions, pulling the player the direction you intend via imagery in the near distance.
Gameplay:
I think the nature of the game as a 3D platformer inherently makes players want to continue and collect/complete events in the world. I suggest adding/hiding more items around the level to allow further engagement outside the main quest.
Also, there seemed to be a slight lag when turning around the character, either from the directional control from the mouse, or key combination with the forward and left/right inputs.


