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(+1)

The presentation is really nice, definitely one of the better looking games in this Demo Day. Some notes:

  • It was a bit too dark in some places, I couldn't see that I'm aiming my boomerang right into an obstacle until it got close enough to illuminate the area
  • I can throw the boomerang further than the camera lets me see - a few times I threw it far right into a wall. I think you could have the camera extend into the direction the player intends to throw, so when the boomerang is stationary you can look around
  • No sense of direction in the levels, I had no idea where I'm supposed to go and exploring is always risky, as I could just ram into things by accident
  • The slowdown mechanic should be introduced as soon as possible, it's nearly necessary to play well
  • I don't think there's a point in having a life system, for the completionists you already have the timer to punish mistakes
  • I made it to level 6 before quitting so it not sure how valid this is, but it felt kind of repetitive, just slowly going to places to push buttons. I hope there will be things to whack with the boomerang later

Now with all that said, it was still pretty fun and has potential. I will look forward to it on next Demo Day

By the way, are you aiming for a mobile release as well? I thought it would be perfect for mobile, but then the right click was introduced, so not sure how that would work on a phone.

Hey, thanks for playing!

I wanted to ask a bit more about some of the things that you listed and try to answer some of the issues:

- Could I ask which areas were too dark for you? I know we don't have a brightness setting in the game, but I feel as though World 1 has no real dark areas - or at least it shouldn't.

- Did you try adjusting the camera zoom slider in the settings? By default it's set to the halfway point, because that's what we thought might be most comfortable for people, but if you set it to 12 you should always be able to see the point where your boomerang will end up in any throw. You can throw again while the boomerang is moving if you need to avoid hitting walls, too.

- The goal in each level is to reach the finish line. Which levels caused the most confusion? Exploring becomes more commonplace in later levels, as you get more comfortable with the game mechanics, but as a tip, you can always look for the gear chains to find the objectives.

- You can use slowdown from the first level, but I suppose you mean the tutorial should be there too.

- If you find the lives system more annoying than helpful, you can disable it in the settings. I'm not sure I understand your comment about completionists though.

- Some new mechanics are introduced as early as level 8.

Thanks again for playing! We're considering looking into a phone version after we've made our pc release.

-J

(+1)

I went back to the game to see where the issues were:

  • I think the darkness was in level 5, went to the right, then launched myself upwards into an obstacle that I didn't realize was there
  • Tried adjusting camera, didn't know that was an option. It does make things better
  • I got that the goal was going to the right until I reach the exit, but I think it was level 6 where I went a bit forward, saw a lot of closed doors and pathways and didn't know where to start. However, this is mitigated by wider camera as well so it might not be a problem
  • Yes, for slowdown I meant that there should be at least a brief mention of it near the start
  • Regarding lives, I meant that hitting a wall is already punished by losing time so I felt like getting sent back to the start was unnecessary. It's good that it can be disabled though, in that case there's no need to change it unless an overwhelming majority of people dislike it