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Would love to see some constructive feedback for our latest game.

Sine is a hyper-minimalist endless runner with a unique movement mechanic. The game is available on itch for browser play for free.


I think there's a lot of potential - it's pretty addicting initially, but since the difficulty stays static and there's no time limit it gets boring pretty quickly. Here's a couple of suggestions I have:

-Add some sort of time limit. This will give the player an incentive to be greedy so as to score as many points as possible, rather than just holding in place for as long as they want.

-Increase the difficulty over time with more obstacles. I made it to 74 points, but I didn't see the game get any harder.

-Alternatively, speed up the game over time.

-Maybe have something like a shield upgrade drop to protect you against a single hit, or occasional bonus coins that you can pick up for extra points.

(+1)

Thanks a lot for playing the game and the honest feedback.

I have thought of adding a time limit but scraped the idea as I wanted it to be an endless runner. I'm currently working on adding different kinds of obstacles which spawns after a specific score is reached. As you said, this would help increase difficulty over time and make the game more interesting.

I have tried gradually increasing the game speed. But this turned out to make the game impossible to navigate very quickly.

And yes, I will definitely look into adding more items and collectibles, like the bonus coins you mentioned. I'm sure it would enhance the game feel and give the player a secondary goal instead of just surviving for as long as possible.

Thank you, once again, for the feedback : )

(+1)

It took a few tries to figure out that holding the mouse button stops the wave and your score is not the blocks you avoid but the sine waves you complete.

I dunno, I'm not into memoryless skirmish mobile games at all, but 

I associate sine waves with color frequencies, so maybe give the past wave a color. 

Varying the width (bandwidth) could also give some variation.

Every  10 blocks avoided gives you a bomb.  Otherwise it's for a target audience that always wants the same.

Hey Kosterix,

Thanks for playing the game and your feedback. I'm currently remaking the game from scratch, since I lost the source files and hadn't kept any backup ( I was an idiot ). I'll definitely try adding colors to the wave trails.

You're right, the core mechanics aren't really that intuitive. Perhaps I should add a small tutorial in the beginning of the game.

I'm also experimenting with more mechanics, like collectibles and stuff. Your idea of adding a reward for a certain number of blocks avoided is good. I'll look into it.

Thank you once again for your time and feedback.

(+1)

lol we live and learn.

it's actually common practice in IT to throw away prototypes. The idea being that you are not tempted to stick with the old, obsolete design, and green field is more attractive.

Intermezzos after 25 50 100 250 500 1000 drop a little intermezzo piece of lore, give the sine wave a name and a purpose (find a soul mate perhaps)

Thanks. Didn't think of giving much character to the wave itself. Might look into it.