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(3 edits) (+2)

Hey, I'm a student in Game Development from the South of France. Me and my team (4 people) are doing some playtests session and giving some feedbacks to projects !

We played your game and then we did a playtest with 3 students.

Although they weren't especially the audience target, one of them was a bit more than the others.

The game sessions lasted about 30 minutes each.

So here's the feedback.

============================================================================

PROS (what works well with this prototype)

-    The aesthetic is great, quite immersive, its pretty cool

-    VFX/ SFX are nice and well integrated

-    It evokes danganronpa style -  inscryption / persona vibes and still remains quite original

-    Lots of ideas, and a thoughtful game / combat design

-    The combat system has good systems (ram/spells/predictions)

============================================================================


============================================================================

CONS (the problems)

UI

-    the font sizes, for some parts, don't reflect the importance of the information (ex : equipped spells name in menu)

-    while in combat, we don't have enough informations on game elements (no hover to read even if there is the shift key for spell details)

-    a lot of indications of inputs for interactions change from time to time for each step

FEATURES

-    Tutorial is buggy and not present on second run (when erasing tutorial save) so most of the game’s notions are not intelligible / understood

-    Table navigation for missions  is difficult to understand (we do not know what we target / it's quite messy to point an element)

-    The FPS part works and feels good, a bit like Inscryption but the additional camera's rotation by the mouse is frustrating.

BUGS

-    Need to restart the game in order to unstuck during moving part in FPS view

-    Enemies are not instanced (combats ends in 1 hit). Only the first boss works sometimes (this was on 0.1.1 build)

-    No tutorial

FLOW

-    Well thought out rhythm and phases but broken by the absence of enemy

-    a lot of management of contracts / mandatory phases that breaks the player’s involvement

MISCELLANEOUS

-    audio mixing for some parts is too loud (combats)

-    Inputs aren't intuitive (keys from across the keyboard to make an action then another)

============================================================================

To conclude, the game caught our eyes thanks to its visual style and pitch.

Your game design is very well put together, a lot of great ideas!

The combat system has a lot of potential.

The sound design is great.

Very impressive for a solo dev, we know what it takes, keep up the good work mate !

(2 edits)

Thank you for your feedback. I'm currently working on fixing the game. I saw your comment about a 1-hit kill and enemy not instanced. I was playing my latest build (which I downloaded from the Itch app). The enemies didn't die in one hit and spawned properly, so I was curious about that bug report. If you don't mind, would you try updating the game and see if it works now? v 0.1.0 should have fixed that problem. 

Also, could you elaborate on "a lot of management of contracts / mandatory phases that break the player’s involvement"? I don't completely understand this part.

You mentioned you are stuck in the first-person view, could you elaborate on the scenario, and how it happened?

When you say "keys from across the keyboard", would you let me know which keys so I can change the input setting?