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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.

On one hand, I've seen enough different "shooters but everything is a shape that glows bright neon" to say I'm pretty sick of 'em. However, there's usually something a bit more unique in each one. For this, it was the options in play style. I liked being able to use different "classes." What I didn't like, however, was an inconsistent rule with the weird walls of energy. There are times where there are big walls of similar looking energy that you can't destroy. Right off the bat, this demands changing how breakable walls look. However, even then they take a while. You could even get rid of them and be fine.

That said, besides different classes and a super long level, there's nothing to really differentiate itself. If there WAS anything else, the game certainly made no effort to teach me that it exists *coughlevelscoughcoughskillupscough.* So maybe having the game teach more of how to play, including what all the little gems are for, would make sense?