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Dear Clockmaker

Explore a mysterious and dangerous clocktower to save your husband · By Dreamnoid

Feedback

A topic by samthefireball created 67 days ago Views: 44 Replies: 1
Viewing posts 1 to 2

I thought it was a solid 1st outing into the world of 3d. Doing 3d maps are always difficult (which is the number one reason I way prefer 2D). But Yea, the map could use a ton of work. I wish it showed doors, I wish it was way more detailed, I wish it showed completion so when you get to the end it seems more doable to backtrack and see what you missed. 

But a lot of people love pseudoregalia so.. maybe I am just not the target audience for 3d metroidvanias.

I thought the hit boxes were pretty rough too. You could attack from like 2 feet away, be nowhere near the enemy, and still hit them. But same for you. The main boss attacks felt very sporadic and jolty. There was a lot of missing feedback animations, like the enemy getting hit and changing color doesn't really feel like you HIT them. there is just a lot of room for improvement in the combat and animation department.

But for a jam game, super solid. I just hope you haven't abandoned 2D because I love your 2d metroidvanias

Developer(+1)

Thank you for the feedback! I agree with all of them ;p

The map was a late post-release addition, literally the definition of an afterthought. But now I have a base to improve in subsequent games. (Though making more detailed shapes is technically tricky and I haven't figured it out yet...)

Combat has never been my forte, even in 2D, and that's something I was dreading in 3D. Likewise, I expect to build upon this in the next attempts.

But fear not, while I expect my next game to be similar to this one (probably a sequel), I definitely plan to make more 2D games in the future! Though my first priority after this will be the Silent Paradise Anthology Steam release, so it may take a while ;)