Thanks for the feedback! Your description of the feel is super funny to me because I'm literally a Lighting Designer at a nightclub so thats probably where the inspiration subconsciously came from! xD
SimonMarincic
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This was super fun! I don't really have any critiques (other than the health bar is green lol), more so feature requests? A way to kill more than 1 enemy at a time (weapon powerups), a way to heal (either drop health packs or auto restore over time), and a simple score board would go sooo far to making this very re-playable! Great work!
So I really liked the aesthetic design you went for, feels very 1960's Severance-esque which I really dig! Gameplay wise, the grab blueprint and grid placement puzzle solving game loop was really great and felt natural! I can imagine more intricate puzzles involving rotating the rooms on the grid etc. could be super cool! My only critiques would be to implement an easier way to visually see the doorways and directions the doors are facing. I found myself having a hard time being able to tell where things were able to connect and what the result would be without sort of blindly trying things and running over to see the result. Also maybe add a way to disable raytracing from the menu - thankfully the console was enabled so I could use commands to set internal render resolution to make it playable. Also I found a bug , starting the game with a gamepad connected competently breaks input all together (at least for me). Great work!
Very cool concept! I like the idea of "painting" to the 2d render texture using light to solve a puzzle. The visual style is very interesting, and I don't think it was lacking in the slightest! The wallpaper and furniture etc. really make the room feel like its from that black-and-white-turn-of-the-century era! My only criticisms would be maybe adding more bounce light to the scene because with the lights off I was just bumbling around in the dark for a while unsure of where I was in the room. Also, I figured out the puzzles and made them in the camera view, but had no understanding of if it was registered or not? Like there was no visual indication of if the game registered that I had found the light image, and I tried pretty hard to make it like pixel perfect to the 3 previews. Let me know if I just missed something or didn't understand the mechanics!
Really love what you did with the concept! Switching the level layout and gravity mechanics is super cool and it feels pretty good to play! My only criticisms would be maybe add some way to know when you have the ability to switch between black and white. Maybe I'm just misunderstanding, but I found myself constantly clicking and not knowing when or if it would switch which really stopped the momentum and constantly had me dying. It seems like you cant be moving with WSAD and click at the same time? Also you cant switch mid air? Being able to combine moving, jumping, and switching a little more seamlessly would make the game-feel perfect. Let me know if I'm just not understanding the mechanics!
EDIT: okay using enter is WAY more consistent than mouse click, also setting my refresh rate to 60hz helped - @ 165hz polling was inconsistent I guess, maybe just having browser issues
Hey! Thanks so much for the feedback! Also there is a health bar in the bottom right corner! You can take a small amount of damage, and it refills when your in darkness. Still kinda adjusting the damage multiplier so it feels a bit punishing but also you cant just sprint across the level and survive without stopping and thinking about your next move
