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PRISM CELL

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A member registered Sep 24, 2022 · View creator page →

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I like the setting and the realistic atmosphere.

I am fairly experienced with stealth games but I wasn't able to complete the 1st objective. Tried for about 40 minutes. It seemed like crawling all the way across the town might have worked but I didn't have the patience for it.

The stamina system is the big problem. It's extremely frustrating and makes any detection an instant death. Escaping an alert is already hard enough because areas are mostly wide open with little cover. But running out of stamina in 5 seconds and then slow-walking away from enemies shooting you feels terrible. I don't think there is a need for any stamina at all -- sprinting is already balanced out by making you very visible.

Enemies can see very far and they enter alert almost instantly, even when the player is crawling, on default Easy difficulty.

The amount of time required to hold ctrl to get to crawl is way too long. Makes it feel very clunky, and not useful as a reaction to being looked at.

Rock throwing needs to aim in the direction the camera is looking, rather than the direction the character is facing. Makes it very hard to use quickly or accurately when a distraction is needed.

Whistling already has the tradeoff of attracting enemies to your location, so I don't think it needs a cooldown on top of that

To sum it up, I think you could have any 2 of the below but not all 3. It's OK for it to be difficult, if you're aiming for something hardcore, but the foundation is just not working as-is.

  • Very open areas with not much cover
  • Escaping is nearly impossible because of stamina limits
  • Enemies can see very well

Thank you, and I enjoyed the VOD.  

I saw tons of bugs, apologies for that. Extremely helpful though, going to fix most of them ASAP.

Steam page will be live soon, just need to finish some more assets.

Thank you, #3 is fixed now. And I'll keep an eye out for the other 2.

Appreciate the feedback. I haven't been able to replicate either of these bugs yet -- did you stream/record this gameplay by any chance?

Thank you for the feedback. Caught the VOD on Twitch as well and enjoyed it. Sorry about the slow motion…left a debug keybind in which is fixed now. I've also changed the tutorial to do a better job at highlighting the sandbombs as a key escape mechanic. Appreciate your time!

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  • Atmosphere is great. The little taste of worldbuilding helps with this 
  • Biomes don't overstay their welcome
  • Very glad there's no fall damage
  • The monster enemies are great. Each one is distinct with obvious combat roles and really good animation telegraphs. The way the factions fight each other is perfect
  • Not sure if it's intentional but chaining slides and jumps up slopes lets you fly around like crazy. Feels good once you get the hang of it

  • Being able to have multiple copies of a weapon when they share an ammo pool anyway makes weapon selecting tedious. This also made me lose my sniper rifle because I accidentally replaced it with a tiny pistol
  • Item pickup range is very very small
  • The aerial movement works in huge open spaces but feels like too much in smaller areas. Especially anywhere with a risk to fall off and die
  • Not sure if I was supposed to find better armor at any point but it got very frustrating when there were tons of purple balls killing me from offscreen in the tower level
  • The camera has a severe jitter to it when character is moving and the camera is rotating. The motion blur makes this even worse. Easier to see in slow motion. It seems like the character is physics-based and the camera is not getting updated every frame.

Unfortunately softlocked myself in the white sand area by taking the door back to the boss arena. Lot of fun up to that point

At the core I really like the concept. The streamlined RTS thing works for me. The balance between managing borders and your ""domestic"" production flow is engaging.

My main thought is that it really needs some stronger feedback as to the "state" of the game. Especially once the levels get bigger. There's a ton going on and it felt bad getting surprised by a strong enemy tile because it blended in with everything else. Or not noticing one of my tiles got disconnected until it had a lot of units stored that I could have used earlier. Pausing to make decisions felt good, but pausing just to re-scan the board felt tedious.

Some stuff I was wishing for while playing:

  • Tile direction arrows having more movement to make the direction even more obvious at a glance
  • Tiles with higher numbers standing out more
  • A hotkey to clear all current tile connections
  • More pronounced arrow "pulses" for combat rolls

I did not see any rare upgrades but even the commons felt relatively impactful which was great.

Greatly appreciate the feedback. Leading up to this jam I haven’t been able to hear much from people who are really familiar with the genre, so this is perfect, thank you. 

Greatly appreciate all the feedback. What kind of average FPS are you getting, and what kind of GPU / CPU do you have?