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I enjoyed the atmosphere, the jumps and the driving. I was worried of falling all the time. Good job! This is in my top 7.

Some feedback: I didn't get accustomed to the inverted horizontal controls and also had the same problem with the car assembly. I was standing right in front of the panel and nope... then I read the conversation below and when I looked into the panel it worked. I almost quit because of that. There are a couple of typos  you might want to check (Poral i.e.).

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Thanks for the review and high mark.

> inverted horizontal controls

I don't really understand this. Is it about steering the car while going backwards? I don't know what else can have the inverted feel. Oh wait, did you by chance fall down, respawned the car with enter (it resets rotation to 0 because restoring it correctly was tricky ), and started to drive it with S, essentially going backwards? Oh well... Maybe I need to make car's back lights more red... and add some models for headlights... to make the direction more obvious. And restore the right direction, of course. Or maybe even add auto-respawn so the player won't fall in the abyss forever. Or maybe I should just make 'enter' hint flashing/highlighted to not force things?

> problem with the car assembly

Hm, so my adjustments to interaction distance, quest description and hover feedback didn't eliminate the issue as I hoped, that's sad. You played the latest version of the game, right? Now I'm really don't know why the panel with a button is so confusing, I thought it's a pretty common game mechanic. Should I make it detect when you look in it's general direction instead of exact way? Or should I just make it work when you near it, ignoring the direction completely? Or is it a problem with understanding that other parts of the assembler aren't interactive? I really have doubts about overly increasing the area where you can activate it since maybe I'll add more buttons, so choosing one of many somehow must be possible. Or maybe I need to add a tutorial console with a button on one of the first islands to expand a bridge, for example? Or maybe adding a crosshair in the middle of the screen to make it more obvious which thing you are looking at exactly? There are so many possibilities, maybe I just need to add all of them together. Didn't actually think it would be a nearly game-breaking issue.

>typos

Yeah, these ones are the easiest to fix,  but the hardest to notice. Especially when you played your game hundreds of times and just don't read anything anymore. Especially the last message since I usually don't see it for more than a second, going on the car directly into the portal at high speed.

>worried of falling all the time

Hm, if the fear of falling was enjoyable, maybe I need to work more on the abyss. I thought about adding clouds there, supposedly made out of sugar, because that's what the story tells... however now I think I need to make it more abysmal, hellish, with stars shining coldly and unspeakable creatures anticipating the devouring of your very soul. And sugar clouds, of course. Maybe mixed with little bit of blood.

And make the platform edges sloping and slippery. And maybe add some physiology feedback when on the edge, like in horror games. Some heartbeat, some FOV distortion...

Oh wait, that would take another month of work, if not more.

Hi, by inverted controls I mean that when you press left arrow key, the camera rotates to the right, and viceversa. 

About the panel- the instructions are ok- the problem is having to look directly into the panel screen. I expected to be reasonably near it and press E for it to work.

And yeah, driving uphill was terrifying. The car already felt slippery enough. That's why I didn't accelerate all the time while driving. Definitely the most enjoyable part of the game for me.

(+1)

Hm, the arrow keys...  indeed, they are inverted.

I totally forgot that I even handle the arrows,  even thought for a minute that it's some standard engine functionality kicking in. What a surprise for me.