Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Okay Winnitude , so I've replayed Demise and even had a couple friends play it with me so that I could get some second opinions, so here's my second review. First the looks; The visual fidelity of the models look pretty good. What me and friends don't like is your overuse of color within your levels. For example, the tutorial is slathered in purple neon and dark shadows that make platforms harder to see, meanwhile TheRift and Hell are burned with reds. This heavy use of a single color isn't visually appealing, and make the game look too saturated.

Next the movements: The movement feels rigid and clunky, and definitely takes a lot of time to really get a handle on. Momentum isn't reliable, especially the when utilizing the grappling hook. My friends really thought the grappling hook was counter-intuitive to what you were going for. This most recent playthrough I did notice that I can hold shift when grappling for a boost, which I didn't see before, so I apologize for that. Still, knowing that was there, it still took an arm and a leg to get past that section. The movement definitely needs to be more intuitive.

Finally the levels themselves; I was able to get farther in TheRift than before, even getting to the end of the level. Unfortunately the monsters kill very easily, and shooting them didn't give me much visual feedback to where I didn't know if I was actually hitting them. Hell is more straightforward by comparison, although the monsters seem less likely to kill you, which I found weird. Once you get to the bridge, you just get thrown around and it becomes a nightmare to play.

Overall I hope this is a better review, and I hope it helps you make the game better. My friends say Demise really needs a crosshair.

Yeah, thanks - I can work with this to improve it. The tutorial is going to be completely redone in a different style - it was a callback/reference to a prior game of mine but it's as ugly now as it was a year ago. I'll make sure to update the color pallet.

I think the problem with the crosshair lies in the untended effect that a lack of reticle has on the grappling hook. I'll be rectifying this with an auto aim/edge detection system for it, and I'll be adding a small aiming icon for the weapons as well. 

The movement mechanics are nearly identical to that of Source games like Portal, which is why it's interesting to hear that it's clunky. It's definitely too rigid, and the friction is far too high - I'll drop the acceleration and deceleration on the ground movement to make it feel more smooth and reliable, and to help conserve momentum without bunnyhopping constantly.

Thanks for the input on the level design for TheRift - I have a friend who is good with level design, and I'll have him take a look at things when I get to developing the post-Jam patch. I've never been a good level designer, and it shows. However, the strategy for TheRift is rather simple - you can use the hook and the automated bunnyhopping to not stop moving, and the enemies can't leap to your location if you're in the air, nor can they do much damage in general to a moving target.

Hell, being more open, the enemies have a harder time - although the bridge is difficult, take your time and back up to cover in the hills occasionally and it's a breeze.

Thank you for the criticism this time around, you've really given me something to work with and I can improve upon the game with all of this!