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(1 edit) (+1)

The atmosphere of the game is so good! I really liked the way it felt, and it made me really curious about how it will end

It is noticeable that the game is not finished, but you delivered it in a way that it's not a big deal and made the most fun out of the game

I'm no pro, but maybe I can suggest some things that are easy to implement and will juice up the feel of the game:

  • Shake the camera when you get hit. This can be added really easily with the "Shaker" plugin (by Eneskp3441)
  • A tiny control over the camera with the mouse (so it will follow the cursor just a tiny bit) will help with the feel of exploration
  • Mid-game, I understood that those things we collect give different values, but there is no indication of how much each of them is worth without picking them up. If the size of the nodes was determined by their value, it could have helped me decide whether I want to spend time going for them or not. Also, it would be more satisfying to harvest a big one

maybe some of them were planned and you just didn't have the time or it was just the way you wanted it to be, which is more than good!

Great job!!

(1 edit) (+1)

Thanks! I'm working on a update that add the cut content along with something like a plot to put something actually interesting at the bottom and a bit of dialog, it gonna take at least until January because of the season though!

Also, thanks for the suggestions, I didn't though about any of them in fact I'll be taking them >: ). The nodes have in fact different values randomized between a min and a max value, with the bottom nodes being way more rich than the one at the top to make up for the upgrades getting more expensive, but they definitely need to look different to make it obvious than node A is better than node B. Now, the "statues" giving static was a last time effort to make the progress less sluggish, but I have better ideas for that now.

Thanks for the feedback!!