Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

WOW! Thanks for the in-depth feedback! It means a lot and it was definitely a fun read.

A main issue for a chunk of the early playtesters was the movement, so you're definitely NOT alone on this and I will be working on that further, to just generally make it feel better to traverse the levels.

Additionally, multiple "drop-off" points was an idea that I was already considering to allow for bigger maps, and this feedback has definitely solidified that as something that will be in future levels if needed.

The white dinosaur is there to act as a sort of "unpredictable roaming threat" mechanic to keep you on your toes and spice up the levels (either by physically tearing them up or acting as a source of tension). Throwing bombs and specific objects was originally planned to flinch it with the odds of it successfully working decreasing with use, but it wasn't implemented for time. This is DEFINITELY something I want to expand upon. 

You definitely offered a very valuable perspective on my game, especially on the design focus end of it. The focus should 100% be on streamlining the throwing and collecting side, since those two elements are the most fun and sorta intertwined.

Again, thank you so much for taking the time to write all of this down. This is a huge help.