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Skamnox5

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A member registered Feb 19, 2024 · View creator page →

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I really like the over all aesthetic of the game and found the premise interesting. The goal to me wasn't really too obvious to me, I know from seeing the progress updates that I was supposed to interact with the plants and play a minigame but beyond that im not too sure what to do. The minigame was interesting and I feel like it had a good balance of difficulty to it and felt responsive. I think the village looked good and really like how the vendor looked like. I also wasn't getting any music at all seemingly. Overall I think it seems like a fun idea and all it really needs is a bit of polish.

How frantic is the game?

I think it should be a bit more difficult than what it is now though I will say I feel that either the bugs should be easier to see or make the grass shorter. I really like the way the grass looked but it made seeing the bugs a bit difficult. 

The controls felt good to me though I played with MnK the only thing I would say is give some feedback to the player with like a noise or hit marker. Other than that I think its coming along very well and am curious to see the final product.

What bugs or quirks did you experience that during your experience? What were the circumstances surrounding the bug?

One bug that I ran into was one of the patients wanted a red pill and when I brought it back i talked to the wrong patient with the red pill in hand and then i picked up the pill off of the floor and tried giving it to the right patient but he never took the pill and just stayed standing there taking up one of the rooms.

How did you feel about the minigames? What would make them more fun for you?

I think the minigames were interesting especially the typing one which I thought was pretty fun especially since you have to type some pretty complex words. RIP people with dyslexia. The pill minigame I feel should be altered in a way that would require the use of the grappling mechanic like have the pills floating in the air inside the hospital building and have it to where you have to grapple past them to pick them up. If you do this though you would probably have to make it easier to pick up the pills since doing it in motion with the current hit box would be a bit to difficult.

What did you think of the movement?

The movement felt good in regards to the floaty-ness  of the jumps and the movement speed.

What score did you end up getting after 5 minutes of play time?

i think I got about 80 which isn't too good but I kind of spent a decent amount of time trying that guy to take his red pill. That aside I think its a good amount of time given to spend playing

Did you feel like you were challenged or engaged? If not, what do you think contributed to that?

The typing minigame was pretty engaging given that im not used to spelling all of those medical terms. The pill minigame though I feel could use something to spice it up a bit like mentioned before.

What general thoughts or feelings do you have about the state of the game?

I think the art style of the game works pretty well and I enjoyed the BGM used as it added a feeling of urgency and intensity.

What do you like/dislike about escort missions in other games? 

The thing i dislike about escort missions in other games is when you have to be overly conscience about how you move to avoid having the npc get stuck somewhere and then you have to back track through the mission to unstuck them. With the way the maps are made and how the pathfinding is handled i feel this is not a problem in this game which is nice. 

How do the controls feel? 

The controls feel nice like jumping feels a bit floaty but not too floaty. The way the camera switches also feels nice but i think the transition should be a bit faster but that's just my opinion on it.

Does the environment fit the game theme? 

I really enjoyed the overall aesthetic of the game and i feel it all goes together really well. The only issue is that on the playable character I noticed an issue with the faces on the forearm of the character mesh, where I think the face normals are inverted or something.

What would you like to see implemented in the game?

I think the game has a solid foundation and the things that would like to see is maybe a way to block/deflect projectiles and maybe have enemies target you from further away to give the player the ability to fight from a distance. Though that might be a bit too complicated to implement in the remaining time. 


Overall solid base so far and I can see what you guys are planning to add like things with the store and im very interested to see what will be in the final build.

The art style is great and the game reminds of old school flash games. The things that I would address are the hitboxes of the boxes as grabbing them could be kind of difficult to do especially when in a hurry. The amount of boxes also seems a bit overwhelming but that could also be a result of the difficulty of handling the boxes. 

I think overall the game feels great I also think that the ranged weapon makes the game a bit easier I think adding ammo you have to manage could be a good way to incentivize using the melee option. Everything like the art and animations also worked really well.

I think the movement for the game feels great but I think it needs more feedback to the player like noises when you pick things up and maybe some ambient noise or music.

The game felt pretty good and the power ups felt like they made a significant bump to your stats. I also experienced a weird issue with the aiming bugging out specifically on the rectangular stage with the rectangular body of water in the middle, in the top right corner. In terms of difficulty I think its in a good spot but please add a way to be sent back to the menu or retry when you lose having to rerun the game each time could be a bit annoying