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Feedback for the alpha build of my new game "The king is gone"

A topic by Dark Dimension created 6 days ago Views: 39 Replies: 4
Viewing posts 1 to 2

Hi all,

I’ve just released an alpha demo version of my new game “The king is gone”. It is a puzzle game about running away, and going through doors in the right order, to manage to escape.

I’ve pretty much decided what direction will go to, but would love to hear feedback or suggestions about any aspect of the game. Also if there’s any feedback about the game’s page, feel free to share as well.

Check the game out here: https://darkdimension.itch.io/the-king-is-gone

(+1)

Hey. I just played your demo. I love it. However, It took me a while to understand what exactly I have to do. Also, I still do not know why I lose there. I do not see any timers or hp bars. The exact idea of the game is fantastic. I would suggest adding some upgradable items or lockpicks that would brake. Checkpoints would be similarly useful. I hope to see updated versions of the game in the future. I recorded how I played your game on the video. You can check it below. If you want me to delete the video, let me know. However, if you like the video, I make videos for such developers like you every day. I will be happy if you subscribe. Also, if you want me to play your games in the future, please tell me. I will be glad to play them and make videos about them.

Hi vladyslu,

Thanks a lot for the video! It was really entertaining, and gives me a better idea of areas I need to improve before the first stable build (v1.0.0).

Here are a few answers to questions you had in the video:

  • The game is meant to be timed, you can see a “minimap” at the top of the game, that shows a green arrow and a purple arrow. The purple arrow is meant to be the user, and the green arrow is an “enemy” that is chasing the user. I admit it’s not very straightforward, and it’s one of the things I plan to work on before the first stable release. From your video it seems the time is really strict, which I might loosen up and make it a bit more obvious.

  • The only reason the puzzle in the title screen exists, is so that people can experiment and learn how the game works. I understand it can be annoying, I will look into ways to make it easier to go through.

  • Not sure if it was understood at the end, but the reason most of the puzzles weren’t being completed is because, even though the colours matched on the front side of the key, the colours on the back side didn’t, which would reject the puzzle (they have to match up on all sides - one of the reasons the first piece is rotating the whole key is to see if all the sides match).

I really enjoyed the video, and will make sure to keep in touch for future content :)

(+1)

I love all the ideas you told me. Also, if the game has an enemy that can chase players, you can add some options to get traps that can slow down the enemy. It would make the game more comfortable to repeat if you would be able to earn them. I am looking forward to playing updated versions.

(+1)

I like the idea. Without spoiling much, I would say there is already some gameplay functionality that could affect the “enemy”, but I do understand that with the strict time limit it can be difficult to explore and figure out properly.

Thanks a lot for trying the game! Will do my best to let you know once it has been updated to a more stable release.