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Hey so i came from the video on yt. Don't know how relevant this is going to be, since you said that there's going to be a new demo. In my experience the jump felt weird like he's just teleporting up and it doesn't seem fully intentional. I do understand the need for it to be snappy but maybe there could be a little bit of "upwards time" or some sort of teleporting effect (like leaving a ghost behind and spawning in some particles). As for the intro it felt like there's too much time in between each of the tutorial steps and i really wanted to get to wall running as soon as possible as it seemed one of the most coolest moves. But when i finally got to it the message just said a or d to run on walls so i wasn't able to(I might have missed the initial message or something, later i checked itch and saw that you need to press mouse button).  The overall aesthetic and visuals are great. It really feels unique and like it's own world. What does make it feel a bit cheep are that voice sounds a bit too isolated and not within a space if that makes any sense? Don't want to be very harsh critic here because overall you've done a great job. Hope some of it is of any use.

(+1)

Thank you so much for the detailed feedback and the kind words!!

And absolutely no worries at all, feedback is very precious to me because it’s the only way I can make things better!!

Regarding the jump in this demo, yes it’s quite snappy but not very satisfying, and a number of people have expressed that same feeling, it’s overhauled entirely in the new demo where things are both faster and jumps launch you much higher! And it feels more physics appropriate in my opinion. Definitely also want to implement a ghost trailing effect as you say.

Regarding the time between obstacles and getting to the wallrunning, you’re 100% right, the way I set this demo up is kinda weird cause it smushed all these moves into a single level as more of a tech demo to show them all off than to actually be “game-y” if that makes sense. In the actual story mode the mechanics would be introduced one at a time with cinematics and story moments etc between levels and all that to explain better.

And apologies for the confusion with the wallrun input! Yes it requires the button to be held down (either left mouse button or the trigger on the controller) as I wanted it to feel like you’re gripping onto the wall as part of the wallrunning, but the tutorials are also another thing I want to replace entirely and make more naturally flowing without stopping the gameplay and pausing the music etc.

Regarding the sound, good news as I just hired a composer/audio director who knows much more about how to mix and master sound and record things properly than I do, thank god!! :D

Thanks again for the feedback and I’d love to see your feedback on the next demo! (hopefully out by end of August)