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(+1)

I was pretty happy with this game once I got to the end of it. I think a lot of the exploration and some of the combat systems ended up working pretty well.

I think it is worthwhile to describe a couple of the things I liked, and the things I didn't like.

I like the gamepad controls, they're what I used for the most part. I was sad that the joystick didn't work.

I never really understood what caused the hearts to spawn. It seemed like I would just have to wander in the yellow area for a while before the game decided to spawn the heart. This became especially confusing when I couldn't figure out what I needed to do to get past the beige walls. I think making the hearts visible at all times would be a better idea--I don't think it would hurt the gameplay, as the map is large enough that even very easy-to-spot things can be difficult to find.

I think the game is too long for it to erase all your progress when you lose. At one point I had to leave for a bit after playing for about half an hour; thankfully I wasn't killed, but had I died at that point, I don't think I would want to re-do the last half hour of gameplay. So the game should really keep all the upgrades, hearts, and levers that you've found after you die.

On that note, the game ended up taking me about an hour. I don't think this is really too long, as at least half of that I was having a good time. However, at times the sheer size of the map seemed a little much--in particular when looking for the third lever behind the fire blocks behind the beige wall. I think a little bit of tedium in exploration is good, but there might be just a little too much wandering around.

As other people have suggested, the other solution to this would be to make a minimap. One interesting idea could be to have everything but the hearts displayed on the minimap.

At first, I thought that the combat system seemed to fall flat because combat was very difficult--death was essentially guaranteed. However, I ended up thinking the combat system is very good. Before you get the fire upgrade, the combat is more or less impossible without dying, in my opinion, meaning that avoiding enemies is the way to play. However, combat becomes viable after you get the fire upgrade, and so the player's relationship to the enemy changes significantly even though the enemies haven't changed in behavior at all. I think this is pretty neat.

I also liked the variety of things that the player needed to find. Having to activate levers and find the fire upgrade--they were both very welcome variations in what I was looking for. I think maybe having a starting area with a lever that you have to find would help put me in this mindset earlier. That is, at first I wasn't aware that the game consisted of more than avoiding enemies and following the radar--the game started to feel much more alive once I was aware that there were more things in the world than just enemies and hearts.

I find the graphics to be pretty nice. I would have liked a better indication of how many levers each beige door took--the first lever I flipped seemed like it didn't do anything because the two doors I had seen thus far had not moved.

The tiles graphics give me this sort of Diablo vibe, maybe? I think they're pretty good.

I also like the repeated use of the gradient orb idea. It kind of reminds me of retro games that would have repeated use of palette-swapped sprites.

The end screen is very charming as well.

Overall I had a good time playing this game. I hope that some of my feedback is helpful somehow! 😅

(+1)

No problem, your detailed feedback is welcome and sure to be helpful ^^

well the map size is a bit large indeed, like i already joked *George Lucas voice* "I may have gone too far in a few places" i tried my best at putting some landmarks and having the compas pop up so that people could have an easier time navigating by finding the center, but i realize i clearly didn't mark well enough the use of doors and levers and even the fact that they're here at all, which was especially dumb on my part cause when the doors open they hava an animation and well they're so far from the lever that it's not even visible  XD to clarify about said levers, the thing is that there's no complicated combination or anything with them, there's 3 in the map and each open a specific door, then the level design is one of the main reason that probably doesn't help with finding that out.

Still on some of the design flaws, here's how the hearts "spawn", they become visible when you are in a certain circular range from them, the main issue being that i made said range so small that you usually stay in the yellow far too long before it poping up, but then i agree i should probably change this to have them visible permanently, i initially made it like this cause i thought it might be too easy to find em lying around like that. Then the combat i mainly wanted to have the more powerful ranged enemies be a bigger threat to entice players to search for the upgrades, the other enemy may still need some tweaking but i tried to have it possible to beat without upgrades while still have them challenging enough to have a different feel while having the upgrades. And finally the lack of any kept progress upon death is just a simple oversight on my part because of the deadline, but i feel this is one of the main change i should have to ease player frustration, a main fault i'll also admit is that since i didn't anticipate well enough some of the other issues, the playtime ended up being longer than i thought to complete the game. I'll try to experiment with the fixes, minimap or otherwise but i'm taking note of everybody's feedback so far ^^

On another note, glad you still enjoyed the game despite all these issues :p 

I've played my share of Diablo back in the day and i'm humble to be compared to it graphically even though i'm nowhere near the level of blizzard artists XD The repeat use of some elements is also kinda out of necessity to save time cause of the deadline but i always try to see if it looks alright before keeping it that way everytime i do something like this, and hopefully in that case it did :p and while i really love games that immerse the player in it's world, i also have a soft spot for games that have clearly "video gamey" type of items on display.

Thanks for taking time to try out my game to the end, and giving this detailed insight !

Cheers :)