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(+1)

I'll give you a constructive review (I'm the one who chatted with you on discord)

Over-all the game is well made within the time constraints and my actual rating is objective and based on the the limit, now I want to give you the feedback which I hope you can use for further deleopment for either this or future games! :)

First off the tutorial is not strictly necessary here, and the format is poor. I nearly missed it because the text is world-placed and not on your HUD. I would integrate the tutorial into objectives instead ->

"Locate marbles and build the babel tower!" -> The marble should be right in fron of the player and be highlighted, after picking it up the drop-point should be right in front, also highlighted with a particle effect or something - this way the player will be led toward what he should do, but they are not forced to do so.

2. The map is disorientating and it's difficult to know where to go. One suggestion I have for this right on top of my head is to have a map-board that indicates which areas are locked or not, OR somehow create a better leveldesign so the player can obviously see which is the first are to go to (maybe there's only one path, and along that path are side-tracks to each platforming area)

3. 80% of the game-play is platforming, so make player movement that is satisfying to use when platforming. Here's a general tips in platforming games: Give player full controll over movement, overshooting is too easy to do, and feels punishing. (I'm referring to when jumping you can't control the velocity anymore and just have to pray that you land on the correct platform) -thats a generally bad design for platforming games.

4. last one is not a game-breaking thing just something I noticed, when picking up marble you can intentionally die/go into water to respawn with stone in hand for quicker delivery

All in all I think given the time constraints the game is good and well made! so GOOD JOB!

(+1)

Yeah, i tried putting the tutorial in the world to see how it will go, guess i won't do that anymore haha, but i needed to try it, I tried making the map more "logical" with the red lighting pole and then making it around the map, but yeah it's not easily understandable, We used default unreal movement, i didn't had probleme with the jumping, so the problem come from me here,  And yes, the water thing is a feature to go faster for the speedrun