I did the tutorial and spent a bit of time on level one but couldn't figure it out after a few deaths. It for sure loops, which creates a cool effect of infinite backroom-esque horror but at the same time you gotta give the player something in the form of a breadcrumb hint. I came across 2 monsters and I could outrun the first without it being too difficult or too easy, the second smaller enemy however instantly killed me both times I saw him. In terms of pacing I would actually introduce a slower enemy in the first level, there's still horror in an enemy that is perpetually chasing you in an infinite abyss even if he's easily evaded, and you can introduce faster enemies in the next level. The enemies also don't stop when the game is paused, which I assume is a bug. I like the unique art and style of the game and the concept of sound is cool, so keep it up. What are your plans for the game all things considered?
>The enemies also don't stop when the game is paused, which I assume is a bug.
It's not. Mostly for when items are introduced in the next area, trying to manage them becomes more hectic. I did hear a lot about making the first area better and more clear, since many people might not play the tutorial. I finished most of the game at this point and it's mostly figuring out the intro parts shown in the tutorial with making it better. I probably will remove the door in front of the portal, since right now people can hear it but pass by it easily. Thank you for playing.
Oh snap, how long is the game? If you tell me how to beat the first level I will play more levels and give more feedback if desired. I'd hate to shortchange you in that aspect. As for the pausing I would relate that information to the players, as most offline games do indeed pause time when a menu is up so it's a subversion of expectation in the negative sense. And for sure making the first level easy is the way to go, you don't want the players to quit early on.
Not that long, 5 areas in total with some having much more variation compared to the first level. I don't need any playtesting for it right now, but thank you for asking.
I didn't even know what to do in this game. I got stuck in the cell, there was some sort of an orb in the end of it that did... nothing?
The tutorial was oddly more playable than the first mission.
The visuals are interesting atleast. Also i liked that you added localization, especially portuguese, not a lot of games add it.
Honestly, confusing. You don't even rely on the sounds too much, they're too jarring and they don't even provide you too much information, not even directionality.
I'm sorry but that's just not intuitive. I walked towards it, and from the effects it produced i expected it to do something rather than resetting your view(?). It doesn't make much sense, really. I would never have guessed you had to click on it to do something, since it acts more like an collision trigger.
Comments
I did the tutorial and spent a bit of time on level one but couldn't figure it out after a few deaths. It for sure loops, which creates a cool effect of infinite backroom-esque horror but at the same time you gotta give the player something in the form of a breadcrumb hint. I came across 2 monsters and I could outrun the first without it being too difficult or too easy, the second smaller enemy however instantly killed me both times I saw him. In terms of pacing I would actually introduce a slower enemy in the first level, there's still horror in an enemy that is perpetually chasing you in an infinite abyss even if he's easily evaded, and you can introduce faster enemies in the next level. The enemies also don't stop when the game is paused, which I assume is a bug. I like the unique art and style of the game and the concept of sound is cool, so keep it up. What are your plans for the game all things considered?
>The enemies also don't stop when the game is paused, which I assume is a bug.
It's not. Mostly for when items are introduced in the next area, trying to manage them becomes more hectic. I did hear a lot about making the first area better and more clear, since many people might not play the tutorial. I finished most of the game at this point and it's mostly figuring out the intro parts shown in the tutorial with making it better. I probably will remove the door in front of the portal, since right now people can hear it but pass by it easily. Thank you for playing.
Oh snap, how long is the game? If you tell me how to beat the first level I will play more levels and give more feedback if desired. I'd hate to shortchange you in that aspect. As for the pausing I would relate that information to the players, as most offline games do indeed pause time when a menu is up so it's a subversion of expectation in the negative sense. And for sure making the first level easy is the way to go, you don't want the players to quit early on.
Not that long, 5 areas in total with some having much more variation compared to the first level. I don't need any playtesting for it right now, but thank you for asking.
Thank you so much, I will watch it all and there is a lot here to note of. It's very informative.
I didn't even know what to do in this game. I got stuck in the cell, there was some sort of an orb in the end of it that did... nothing?
The tutorial was oddly more playable than the first mission.
The visuals are interesting atleast. Also i liked that you added localization, especially portuguese, not a lot of games add it.
Honestly, confusing. You don't even rely on the sounds too much, they're too jarring and they don't even provide you too much information, not even directionality.
Thanks for playing. You have to click on the orb to enter. But thanks for the info, I'll 100% remember it.
I'm sorry but that's just not intuitive. I walked towards it, and from the effects it produced i expected it to do something rather than resetting your view(?). It doesn't make much sense, really. I would never have guessed you had to click on it to do something, since it acts more like an collision trigger.
I'll try to improve it, thank you.