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WasatchWind

1
Posts
A member registered Jun 09, 2023

Recent community posts

I like the artwork. It looks pretty decent, feels appropriately Mistborn. The music also fits well. What I thought seemed like a clever idea was how you decided to implement the mechanic of steel pushing. I've long thought that a Mistborn game would be difficult, with trying to target different metal objects.

The aforementioned mechanic however, could be improved. It was not very clear how to use it, and I was surprised when it was done by having to click on the blue line precisely- I think this would be better accomplished by a simple button press, not clicking on the line. I imagine though, that you are anticipating a situation where you have multiple metal objects in one place.
I'd recommend then that you make the lines wider - perhaps have the one thin blue line, but then a wider softer broad glow around it - and clicking anywhere in that soft glow would work. You also might have different shades of blue for different kinds of steel pushing (example, a darker blue for if you're pushing a box with metal in it).

The controls generally are the biggest hang up, as people have been saying. There is too much delay time between pressing space and jumping - and beyond that, the jump feels too floaty for my taste. I imagine that a Mistborn sidescroller would have very tight controls, that you could change direction on a dime - perhaps look to the game Celeste for inspiration.

The youtube channel Game Maker's Toolkit I think is a great resource for improving this little minutia of adjusting how it feels to control a character. He has a full series on his process of designing a game in Unity, which I think y'all might find useful. He also made a great video that includes an interactive help on messing around with player movement:


Other notes

- I was unable to get any higher than the second platform from the bottom, as I couldn't figure out where to go. I'm assuming that I was meant to steel push off of the piece of metal I'd already used, but I could not see it on the screen.

- That first jump was confusing because the first platform had crates on it, and that seemed to indicate to me that I could jump on them. That graphic felt a bit confusing. Perhaps fading them to make them more obviously in the background would be helpful.

- I stood below the moving platform, and got pushed into the floor. I didn't get stuck, but y'all might want to fix this.

- I played the other small minigame. I fell off one of the platforms and expected a game over screen, but was instead soft locked.


My last thoughts - I'm happy to see some people working on a Mistborn game. There are so many fans of the series that I'm sure would enjoy it. At the present time however, it leaves much to be desired, unfortunately. I hope that you do not let this reaction deter you from working more on it. Watch tutorials on coding and game design, play test with people, refine things - and I hope that I'll here again about an interesting Mistborn game.

: )