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Would be nice to get some feedback on mine if possible please.
I don't think the core mechanic is especially 'fun' but would be nice to get outside opinion, especially on things like speed, difficulty, sound etc for final tweaking.

https://strodogames.itch.io/lackluster

These are the issues I already know about that I'll be cleaning up in the final day:

  • Settings menu needs to be implemented
  • Inventory slot should move to the bottom of the screen when you reach the top of the room as it can block the view of the shelf
  • Need to add graphics to the view outside of automatic doors and overall improve the layering between player and that area
  • Game over screen needs to give restart/main menu option rather than just automatically starting a new game

You need a tutorial level.

The font on the main menu is hard to read.
And it's hard to keep in mind the informations on the main menu. Player didn't even see how the game looks and you tell him what to do.
I got confused and readed the Instructions 2-3 times and still didn't understand well.
So I just jumped into the game. And then realized, I didn't even know the controls.

So yeah, you should make a tutorial.

(+2)

Love the concept, I managed to walk out of the shop and not be able to get back in though haha

Yeah I hadn't implemented anything to stop that yet, knew there would be someone who straight away went 'wow  a door, lets see whats outside' haha Did you also find the instructions hard to remember/understand?

Yeah all good!

Was that a 'yeah all good' to the non-implementation or yeah to hard to remember/understand instructions? Thanks for playing btw

Sorry, I meant to the instructions. I found them clear.

Great thanks :) I met everyone half way and just make some arrow indicators for the first tape.

Like the other people say you need a tutorial. Your music fits the game well.

If you can here is my game: https://janjcl.itch.io/revengeonebos

(1 edit)

I really like the artwork, did you create it yourself? Level 1 music fits well.

The controls are very (if player pressed jump this exact frame then jump), if you have the time and inclination then I'd suggest looking at implementing a buffer to it as control feels play a massive role in platformer games. Heres a post that goes into a bit more detail on what I mean Link.

The enemies need a bit better player detection, the first and second enemy immediately 180 killed me before I even had time to register them in my view, try to make it more human-like. At the moment your controls say 'move fast' and your enemies say 'tap D to make sure there isn't an enemy up ahead'