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Hi! Tested the current version of your game just now. I know it is not the finished version but below there is some comments about how the game looks now. If some of the comments don't make sense to you, please ask so I can clarify my thoughts. 

  • I like the concept of the game. It fits the theme well and I can see that there is potential for both puzzle and action (controlling two characters at once) levels
  • In the beginning it was pretty difficult to understand the mechanics. There was a lot of stuff introduced during the tutorial: ghost, pressure plates, ghost buttons, rockets, body can press pressure plates... It took a while to understand everything that was going on  and it did not help that I was constantly shot with rockets! The tutorial level was actually more difficult for me than the first half of the real levels. You could consider for example leaving some stuff (maybe the rocket?) out of the tutorial level to make it easier and introduce it instead as a new mechanic in some later level.
  • Jumping felt a big weird and made the character difficult to control especially in level 6 in which the player need to quickly do very precise jumps to succeed. An easy fix might be to make the character to jump a bit higher. But if you extra have time or for your future projects you could check online tutorials about how to make jumps feel more fluent. In platformers, it is really important that the movement and jumping feels natural but it can also be pretty difficult to get right.
  • It confused me that the ghost can go trough some obstacles but not some others. Could this be somehow made more visible in the game, for example the ghost cannot go trough obstacles with certain color/type?
  • The narrative at the beginning was interesting at first but it was maybe a bit too long for my taste. Especially because otherwise the game did not feel narrative heavy: after the start I did not think about the narrative at all anymore. It's nice that some context is given on the beginning but if you do not plan there to be a storyline for the game, the intro could also be bit shorter. In this regard, the skip button was definitely a good addition.
  • The transition animation between levels and at the fade in/outs at the beginning looked cool, almost professional. Did you build the level transition effect yourself or is it an asset? Is it just two large black squares moving over the camera or is there some elegant solution for this?

Overall, good interpretation of the theme. I'm glad I tried this!

(+1)

Thank you a ton for playing the game and giving some real good feedback! I understand the tutorial issue and you might be right, either way the rockets are well introduced by Stage 2 so it might not be an issue if I remove that. Also yeah I'll definitely fix Stage 6 cause thats the jankiest of the bunch, a higher jump might not be too bad, I'm still a beginner at Unity in general so more fluent controls are a bit harder for me to get right.


Also, the ghost is meant to be stopped by normal walls and the red-transparent type introduced in Stage 5, however it can also go through some in Stage 6. This wasn't intended as a mechanic, it's to avoid softlocks in which the ghost can get stuck in between walls and make the stage unbeatable.


About the narrative, it was... definitely rushed lol. At first I didn't intend to have one but I figured some context wouldn't be bad. A long animation-cutscene was the fastest and easiest way I could do this without wasting too much time so in regards to that, yeah my bad lol.


And finally, about the transition, I made it myself and it was actually pretty easy. It's two Unity Canvas UI elements as children of a GameObject. This means I was able to add an Animator component to the parent object and create an animation for both to move at the same time, so essentially, yes, they're just two big squares that move out and in lol.


Once again, seriously, thank you for playing my game and for this great feedback, it genuinely helps a ton!