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(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!