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Your game is a good one. The idea is like totaly the same as we had =D

The difference that we did the small game play mechanics and concentrated on art and narrative. 

Your game is more complex, there are more futures. The controls could be better, if I may say. After few patients it became more annoyingly then fun. From the start the game gives you a tottorial - this is a good one. We missed this part. But I belive many players will not go to the end of this game, becouse the prossess of game play is more challanging then fun. The game is with cassual level of mechanics, but more difficlte than for cassual players.

In few words: you missed in UX. The target audience - likes it more simple. 

Thanks for the feedback.

I wish our presentation was as good as your game's, but alas we're both programmers by trade so art is a hobby more than anything else. I thought your game's presentation was top-notch and it really showed.

The discussion around difficulty is quite interesting, since surgery games like the Trauma Center series are actually quite difficult, and the basis of those games are also about completing minigames. When I had done the balancing pass through the game, I guess I did not take into enough account that I was familiar back and forth with all the code, so it would be substantially easier for me than for others