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(+1)

Firstly, the camera's sensitivity was too high. I kinda expected a sensitivity slider, since it's a very important factor in FPS games (your game is in first person mode). The volume slider wasn't as important as a sensitivity slider.

The game looks really nice at first, but then it started to hurt my eyes when you put down more and more platforms/obstacles with bloom effect - they were just too bright! Also, using invisible barriers made it confusing for me to find the route that I should take. I got confused with it quite a lot. The spawnpoint and the direction of the player when they went into a portal only made it worse.

I really like the way you designed the environment though. It looks atmospheric (nailed it) and the audio enhances it by a lot.

The movement is a bit basic for a 3D game in first person. People would expect a little bit of momentum and increase in velocity for these types of game (or at least that was what I expected).

The puzzle design didn't make use of the purple block that much. It didn't feel like a core mechanic at all. I also cheesed a level where you were supposed to use it as well by jumping over multiple lasers at once.

A very good attempt though, I would love to see how the game turns out if you refine it more.

Much love <3 and I hope you improve more and more, and pump out great games!

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Thank you so much for the detailed review! I completely agree with the sensitivity slider (it mainly slipped my mind because I have a mouse that can change dpi).  I'm so sorry about the bloom effect I didn't realize how bright it got. I kind of wanted the pine trees to guide the player in the direction but I can understand how that's not really obvious.

 My main focus was making the game feel really naturey and I am really happy I nailed that part. Unfortunately, I spent way to much time on that and couldn't really flesh out more mechanics. (Lesson learned though and I'm going to focus more on managing time during my next game jam). 

I really wanted to make use of the pushing mechanic more but I ran into some issues and I was running out of time so I had to sort of pivot my game design at the last minute and turn it into a puzzle/platformer which is why the movement is really basic. For the last puzzle with the lasers I put the spawner there incase jumping over the lasers was too hard.

Thanks again for such a detailed review,  I really appreciate it. It feels really wonderful to know that someone played my game and enjoyed it.

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Ohhhh that explained everything. It all makes sense now. Still, a very good attempt though. You did nail it with the environment since you poured time into it!