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Mozentum Demo

First Person Parkour Game With Completely Unique, Highly Interactive Movement. Feedback please! · By StillZen.Dev

Demo Feedback

A topic by StillZen.Dev created Mar 01, 2024 Views: 149 Replies: 4
Viewing posts 1 to 3
Developer (2 edits)

-All feedback for the Mozentum demo-

Please be as critical as possible because I'm trying to make everything as optimized as possible. 

Look out for things like: 

  • buggy animations, 
  • buggy SFX, 
  • crappy UI,
  • game-breaking bugs, 
  • sluggishness in general, 
  • frame rate issues,
  • anything you'd like to see removed/added to the game

So it's pretty good and smooth right now so let's run down the issues I noticed chronologically.
I spawned and found that the pause menu was stuck to my screen, no biggie since the cursor wasn't locked.
Then noticed the massive lag, the FPS gets a boost towards the air rock jumping section and afterwards so it seems it was just the number of assets and the unoptimization of said assets.
Then noticed the motion blur was quite...distracting, it's more reserved than most games but motion blur in general is just pretty distracting. (I don't know who invented motion blur but I wish they hadn't).

Then the swinging tutorial had a big open section in the opposite direction which I went first, I only found the swinging section because:
The climbing is fucking powerful, it pretty much trumps all the other movement options, I found the swinging section because I went sub-orbital.

Went to the swinging tutorial, and found that the swinging is very precise and hard to pull off, so I just climbed over.
Went to the sliding tutorial, got confused at the...trajectory? I could tell that it magnified me to where it's pointing, but didn't understand how exactly...so I just jumped over.

So in general, got confused with the controls, so I jumped over 'em.
Nerf climbin', buff slidin', rework swingin'.

Developer(+1)

HAHAHAHA BRO

I cracked up at ‘sub-orbital’

dude, thank you. this is great honest feedback. honestly I had no idea about that performance issue at the cliff section, I feel like it’s -probably- because culling is essentially non existent for colliders. every collider exists at once and that’s probably destroying performance.

interesting about the motion blur… i’ve heard multiple people say that they don’t like it now. will probably swap with an fov increase and make it optional

seems as well like i’ll have to make the different moves more contextually applicable and actually IMPORTANT. i can smell a massive climbing nerf…

as for the rest of the issues, you have my guarantee that I will SYSTEMATICALLY destroy each of them (this is not a dismissal, i just don’t want my message to go on for too long.


i appreciate you greatly for your time. i look forward to hearing more feedback from you in further updates <3 

(1 edit)

Good shit mate.

The sound design and visuals are phenomenal.

Movement was hard to get a hang of especially the climbing but it's really fun when you do.

I think atm the the dash feels unearned, you can just spam it can build up a lot of speed really quickly, so maybe if it was tied to the stamina? idk.

Also clipped through the rocks a few times when I would grip the wall, usually when falling to doom.

Anyway ill figure out how to send you a few bucks

Love from Bendigo <3


Edit: read your past message and it reminded me that the dash and slide felt pretty samey. Would definetly be cool to see more mechanical differentiation.

Developer(+1)

oh my god my first donation! thank you my friend.

i’m really glad to hear you enjoyed it! i can definitely agree about the dash/slide being unearned and had a feeling it would be controversial. i never thought about tying it to the stamina bar… you can credit yourself with that in the next patch :))

as for clipping, that’s one of the biggest issues at the moment (as you can probably imagine) and will be solved ASAP

again, thank you for giving up your hard-earned cash just to support me. it’s an honour, a privilege and incredibly motivating to see my work being appreciated. i hope to hear more feedback from you in the next patch :))