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(+1)

The graphics are top notch for a gamejam, especially the character art and the UI background. I was amazed at just how much depth there was in the UI, even the settings menu had multiple, very complex options. And the characters had backstories! I unfortunately hit a platform that I was not able to jump onto, so was unable to continue my journey upwards, but will give this another shot later.

Some feedback:

- It's been said, but combat sounds and combat feedback would be very helpful. There are numbers, but at times it's not clear if the enemy is hitting me or if I'm hitting the enemy or if there are iframes or other things like that, just a lot of small combat considerations to be made.

- Everything feels pretty floaty, the character jump and fall as well as the enemies falling. I think locking some of the enemies to the platform they spawned on would alleviate that problem, it could get a little frustrating to have several enemies slide down to the platform I was planning on jumping onto, especially when I didn't know if they were hitting me or not at the same time.

- There's a treasure chest near the very beginning that I opened, but it's not clear if I got anything from it or not. Just that it was opened.

- I'm adding this one in because I'm also trying to wrap my head around making compelling 2.5D worlds. Some of the foreground obstacles, while impressive looking, block player vision for a bit too long and become more of a hindrance than the eye candy they're meant to be. I think there's a veyr careful balance to strike here when incorporating elements like this (trying to keep thm relegated to corners or decide on objects that would  logically be thin enough that they don't obscure the entire character model at any one time.

Overall the presentation is very good and from many of the details it's clear that you care about this project, so I hope to see you continue working on it. I'll also give it another shot later on to see if I can get past that jump and explore more of the world / learn more about all those hidden characters in the menu. Nicely done!

Thank you for trying our game and typing out such a detailed review! The team appreciates all the feedback listed here! 

Character Art: 
Nolly is our character artist and he really did an amazing job on those character portraits! It really adds a huge amount of charm to the game.
Cherry and Jeru also brought them to life with the 3D models and animations!

UI:
We are working on revamping it visually and functionally postjam which including "Item Obtained" toasts that pop in showing what items you received and how many

Map/Level:
The entire map layout/blockout was made by TajZ and the starter area was fleshed out and brought to live by myself.
I did work on trying to keep most everything out of the players view and the few things that are I tried to add a "fade" to them.

Movement/Enemies:

  • Movement for us was quite floaty/slidey and we have actually made adjustments to them already for the next update! They should feel a lot smoother soon! 
  • We also are working on visual/audible feedback for attacking and being hit
  • Locking them to patrolling paths or platforms are planned!

Questions:
If you don't mind could you answer the following questions

  • What particular objects do you feel are the most blocking? (I know the doors are for me, and trying to find a solution for these)
  • What platform in the game were you having issues with?
(1 edit) (+1)

Yeah, sure thing.  So I just replayed for a bit and noticed the fade-out you gave on objects in front of the player, I think it works as long as those objects don't appear in areas that allow combat (currently the enemies are able to chase me into any room so they can still be obscured by pillars that are not transparent because I'm not behind them). 

The doors didn't bother me so much, but having them open up onto an enemy who was then hidden behind the open door was a bit frustrating. I think having the doors felt "texturally nice", if that makes sense. Maybe just have them swing one-way towards the far side of the camera rather than being wide, double-doors. Speaking of which, the walls that separate the rooms also extend very far towards the camera so they take up screen real estate for a large amount of time. I've been looking at how Metroid Dread handles all the dead space on the camera-side of the player lately,, it feels quite elegant, you could consider checking it out.

In terms of the platform I couldn't land on, it was a thin platform attached to the right wall just past a short climbing section (it's only in the 4th room I think, it's not very far).

(sorry I had an image pasted here but for some reason itch isn't letting me upload it...)

Hopefully this feedback was useful!

This is very helpful! 
I have yet to play Metroid Dread but it's on my list of games to play when I have some time! I will definitely see how they handle the 2.5D situation.  

Doors swinging away from the camera would probably be ideal, Thinking about making the enemies trigger the fade effect along with making the pillars thinner.

I'll look at the platforms in the 4th room and see if I can adjust them!

Thanks again for all the valuable feedback! Hopefully you'll enjoy the postjam version we are cooking up!