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(+1)

The concept is incredible and actually really unique. I kinda love it all the more because it's the type of game that you can practically only experience in these types of game jams. However, there are some small tweaks that I think could improve the experience a lot:

  • With sound enemies, it isn't clear which sounds indicate the side and which don't. After playing some more, I figured out that the second sound signals the player that the enemy has been blocked successfully, but that was entirely by trial and error. Maybe a visual cue could help, make your block have a little bounceback or smth.
  • Vibrator enemies don't work as well as the others as the nature of the signal doesn't directly relate to their position. It would be nice if there's an actual reminder on the screen of which vibration relates to what direction.
  • This isn't a small tweak at all, but being a downloadable + needing both a controller and a headset may throw off a lot of people. I know it's integral to the concept, but maybe giving a big warning both in-game and in the page would be nice. 

PS: I got to Level 6, the game really goes crazy (in a good way) when the enemies start mixing

(+1)

Thanks for this comment. Very releavant. I wanted to make the game playable on browser but the vibrations didn't work. Ofc gamepad + the fact you have to DL the game is such a constraint. 

Also, I'm agree with the problem of sound, I anticipated it but didn't fix it.

 I wanted to vibrate the gamepad in the same way as the sound : left vibration/right vibration, but could not find how. I think that the mental scheme of strong vibration > left, weak vibration > right is pretty interesting in fact.

Thanks again for your comment and for playing. I did an article about the game design of Saving Senses if you want to check it. 
https://medium.com/@quentin.milana/saving-senses-2d4c3b20dac5