Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

I'm a fan of Metroidvania games. I've been playing them for over 20 years now! I liked the set up of this one where your weapon can be used as a projectile but you can't melee without it. That said, there are aspects that I feel could use some improvements.

1. You right now have a button for "seed" mode and another button for "human" mode. Since you don't seem to be using a ducking system, but not make these the same button and it just switches between the two modes? This would free up a key for other things.

2. Speaking of other keys, the melee attack being on 2 feels odd given that it's the only button pressed in the number keys line. While moving it onto W (and making S just switch back and form between modes) would work, I wonder what it'd be like if the left click was for a melee attack while W was for throwing? You can make it that hitting left click still returns the spear if you've thrown it, since you need it before you can melee.

3. Dialogue behaves awkwardly. If you press the button to proceed while it's writing out a line, instead of just showing the whole line and needing to press again to go to the next line, it just jumps ahead. This could be something that is worked on so players don't need to wait on the text speed to get all the info.

4. I expect this is still on the horizon, but the sound design will need work. Atmosphere is so important in games like Metroid, Castlevania and Hollow Knight, and right now there's not enough in the sound design to set up the atmosphere right.

There is more than can be worked on, but these were the specific things I looked at. Otherwise, it plays nice and I do like how it's a bit forgiving when it comes to jumps. I can't wait to see more!

(1 edit)

Oh thanks for playing! I would love to see the the YouTube VOD once it is out, please let me know!  I learn a ton from watching people play blind and with no help.

Thanks for all the notes I'll add them to my notes for sure!  Someday I'll add keybinding so people can do it how they like, I have the melee attack on a lot of buttons cuz that gets the most complaints haha (I think it is on the mouse thumb, the mouse wheel button, the shift key etc.). I just did the text dialog last week so it is super WIP still.  

I'm quite shocked about the sound design I did a TON of work haha, layers of ambient wind, cave echos, trees, random bird chirps and cave moans, every player movement has a sound (foots steps, landing, jumping, melee swings), running through grass has a sound, positional audio (like if you stand near electricity you hear it and it fades as you walk away).  I wonder if the overall volume is low, cuz I always use headphones heh.