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Untitled_Developer

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A member registered Dec 05, 2017

Recent community posts

Yeah like I believe it would be best if you could either
A) While sliding halfway down a slide, to press spacebar and then jump along with your momentum
B) While sliding flat on the ground to let go of the slide button to start walking
Thing is though I'm not sure how it would make sense to stop sliding if you let go of the slide button on a cliff or whatever, you'd have to make the call on how it would feel like because it doesn't make much sense to just stop out right.

Jumping mid slide makes perfect sense to me though, as for how much is the "right" angle for it idk it would need testing. Great stuff overall, wish we had more maps to mess around with. The hanging bar mechanic feels good but it does get weird if you do some instant turns 100 degree's or so, idk that's all I don't think it needs changing atm

Feels nice but I was holding shift the entire time as if I was sprinting lol, I wonder if a tap based method would work to engage a vault sorta like in assassins creed parkour mode. I like the player expression in this though, I can get a lot of height by doing some specific things if I wanted to. 
Tapping again jump or crouch to stop sliding feels awkward though, there is a lot of nice things going on here though, I appreciate putting those satisfying clank noises when running on roof tops.

Honestly the game has some strong parts like selecting cards and the idea of dish combinations, but my main problem is it doesn't feel like cooking and it's kinda too high risk missing a few ingredients.

Not sure if you ever read the book of lenses by jassee schnell but it's really good, point is there is something there. Like imagine if there were some seasoning and you add 5kg salt and customer says delicious or whatever lol it would've been funny. I'd say to iterate over it a few times with different prototypes, power up cards and basically everything should feel like cooking. Passing information to the player has been done well so far I'd say though, just throwing some ideas that's all. This won't be the last game you make anyway, also that power up where you draw 3 cards by discarding 3 ingredients was kinda confusing.
It meant to discard 3 ingredients from bag and draw to hand no?

Thanks I'll try it out again some other day then

Have a deck ready without us needing to create one, wasn't sure what to click when I'm in the play menu. Thought it was a character select screen at first with the figures at the bottom.

Tutorial would need to be more dynamic as well, I'm not sure how to server when I have the right ingredients. Does the color need to match each phase? so green cards for starter etc

I get the game is pre-alpha but these things feel like they should've been sorted out a long time ago. Like collecting garbage is a pain too, I'm holding this plastic bag and you cant just have a "use item" on paper trash on the floor.  Filling your inventory with trash and then opening trashbag to place things is just convoluted, I hope devs work on it because I'd like to support this game but not yet in this state

I recommend watching someone on youtube playing it, it's a pretty simple game on its surface not gonna lie.

Developers really need to focus on the control experience, changing batteries for flashlight is needlessly convoluted for example

What I mean is id like a side menu option in my hand saying "Place" instead of going into inventory and then dropping the said lid. Perhaps a highlight preview if i want to place an item on a table or not, it's prealpha so it's fine that it's not ready yet but I'd like this sorted out eventually

I've tried doing the tutorial and I couldn't put the lid back on the box for delivery that I had in my right hand, you know the static hold thing. There was no select menu on the side to put it back on and dropping it to put it back on doesn't make much sense, I really believe you can get controls to work without needing a tutorial after fixing nuances like that