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Thanks for the great feedback as always i take all feedback in and i add as much as i can to my builds. I am having allot of fun working on this game (though there have been life things slowing me down) and when i read comments like "I played this for quite a while" and "Theres allot to like" it makes all the work feel worthwhile, also i really dont mind long posts. In fact this is great beacause being a solo dev on this project the more in depth a review is the more notes i can take and ultimately the better the game gets. So lets go over everything 

  1. The jump mechanics
    1. This has been a particular problem area i wanted to make a jump controller that feels more like classic snes games and for the most part i achieved this, but i do get feedback allot on this so maybe i will look into an alternative algorithm for this
  2. Key Bindings / General control:
    1. *facepalm* This is the other ongoing issue, i can only appologise, as i am a controller player (I use a ps4 controller) i often forget to consider keyboard controlls. I often tell myself "Dont worry when i add a keybind editor this will be no longer a problem" and i end up putting it on the back burner and not giving it any love, however logically i like the keybinds that you suggested and il test it out on the following builds
    2. The ladder climb key, i appreciate the feedback on this one and previously i have toyed with this idea however as stated the directional shoot would cause problems if i did this and as the enemies are often very mobile and having the player sudenly start to climb a ladder when when aiming at an enemy this could cause more frustration. If in future i can work out a good solution for this then i would certainly add this in
    3. Sliding is another facepalm moment for me, I cant seem to work out why this is happening i have tried multiple solutions and hacks but still seems to happen, its probably something simple and im just making a mountain out of a mole hill but i really want to squish this bug as boy is it annoying
  3. Coyote Jump
    1. thanks for this suggestion I will look into impementing this as i think it could be very useful for certain puzzles
  4. Empty Spaces
    1. in short absolutely these are work in progress areas for this zone, the multifloor elevator area is a new area coming soon which enables the player to acquire the dash ability, and the lower area is where the player will acquire another Mod (Sorry Spoilers)

Hope this coveres everything, I am really glad you like my music and how its themed this is a boost to me as i really struggle with synthwave music as it tends to sound to happy which is not a good look for a gritty cyberpunk style world, indeed it is themed as this is a way of making it identifyable with this game and less generic. I like how you find the enemy controllers work well and that their behaviours of each one is different, this is exactly what i am going for each enemy type has its own challenge to overcome making gameplay varied and masterable (probably not a real word) 

I hope you stay with this project and watch how it continues to evolve over the coming months and hope I can cover your suggestions for future builds, also if you can get hold of one i highly recomend the ps4 controller to play this game, thanks so much