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(+1)

I liked the idea and movement mechanics but they were hard to understand. Visuals are enough for a prototype but i think they lack cohesion just so you know. Also i felt like the player is too small compared to the screen size maybe you can test making the sprite larger or zooming in the camera.
Overall a good prototype that needs some tutorials, good job!

Thank you for playing and providing feedback!

  • For the controls, do you think a visual indicator of the current vector being applied to your character would help? We like the idea of the current control scheme but we do recognize it's hard to approach it at first. Our direction would be to help people understand what's happening. Something like an arrow showing the vector and the magnitude.
  • We tested a few things in regards to the distance of the camera, and we settled on this distance when the game starts. We have a dynamic distance based on the size of the player which grows as it eats. I think having an intro, or a zoom out effect at the beginning would have enabled people to see the character a bit more before we reach the open map.
  • Totally agree on the visual cohesion. It really clashes right now and I also believe it would bring a better immersion in the world.
(+1)

Yes i think a visual vector would definitely help understanding the movement. Though first i would try testing making the character's eyes move horizontally depending on direction of the vector and make them squash depending on strength of the vector in order the make the information more diegetic but this is more of a personal preference, also it would require a more zoomed in camera or a bigger sprite for the character to be clear. In any way keep up the good work!