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Definitely a critical feature to implement now is camera control. There's also some jank with the B interface having gestural input based on stick direction, it'd be good to make it so walking forward doesn't automatically cause doors not to open (supplanting it with rolling instead).

The object interaction portions of the demo are solid enough, I found using the focus-camera input (I think it was L trigger on my 360-style controller) helped with the stair and ball puzzle, letting me line the throws up where I lacked that granular control surface to aim.

The last comment is that where prompts show up is not good. I'd position the text to be directly over the button, this screenshot of LoZ Windwaker is an example of how disambiguating prompt+button context can be very clear. During my play, it took time to figure out that the B button was the omnibutton, as the text was displaying directly beneath the Y button and sometimes over the A button.

Pretty solid demo otherwise. Shows a lot of promise and I think this is the only ant game with biblically accurate ant lore.

(+1)

Thank you for your feedback! I've already found a fix for the rolling/jumping at doors issue. The camera is admittedly the worst part of the prototype by far. Mostly built on the backs of tutorials to the point where I'm not even sure how it works. Definitely need to work on building it from the ground up again. It seems like everyone is understanding the correct button to execute the prompts is the right most large button, but for some reason the labeling is completely off. No idea when it stopped working but it doesn't display correctly for me either at this point. (Plus the layout of the UI is confusing regardless, so needs a redesign.)