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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.

Since you saw me play this live, you know most of what I thought about it. It's a fun 3D platformer. That said, there are a couple of things I think might be worth looking into.

For starters, I noticed in spots that the camera would be jumpy. The worst for this was during the boss I fought. Best to figure out why that was a thing.

Next, the punching power-up felt like it had an incredibly small range. While it's bigger than Randy's punches, it always felt just short. There were many times were I felt like I should be able to hit my target but couldn't. Maybe have a small wave effect that can stun the enemy? That way, it can't run away when you're trying to get close.

Third, when I had to start moving from being stationary, it felt very sluggish and hard to move a small distance. This made trying to make small changes to my positioning very hard. I'm not entirely sure what could be done to address this, but I do think having something for small movements would be useful.

Lastly, since the player is able to break into a run without use of a button, I'd like to suggest a gauge that shows up when they're moving but not running that indicates when they'll break into a run. It might seem like it's not a big deal, but given it takes 3 seconds before they break into the run it's always possible for the player to forget it'll happen. A gauge appearing would give them the knowledge to know how far they can walk before they break into a run.