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Completed the tutorial and did a couple runs.

I have been watching the many webms you have been posting in the thread so it feels nice to finally give this game a try (I'm a bit late though, I should have played it earlier).

The platforming feels solid. Everything clicked with me immediately and felt intuitive with the exception of the power/hover jump. The tutorial was understandable and the only part which was difficult for me was the power jump/hover jump part. It took me 4 minutes to realize I had to hold spacebar in the crouch position for two full circles to get to the needed height, meanwhile I was trying to combine a single circle jump with a power jump without success. Failing the hover jump (which I did like 6 times) makes you redo the power jump part and feels tedious. Also failing meant having to wait for the mana to recharge, which makes sense for showing the player how it will work in real runs but when learning how to move, waiting is cumbersome. 

I tried a couple runs but my sense of direction failed me. In one of them I found the goblin first, then I found the mirror but got lost and couldn't remember where the goblin was, losing by time. The game might be too hard on that part but I think the game loop is good.

Something I didn't expect when trying out this game was the amount of text it had. In everything basically, the menus, the tutorial, the objectives, the prompts. At a certain point I stopped reading alltogether. It looks like the game will shape up to have a lot of interesting management at the player's disposal, but the screen after pressing "press start" is the most overwhelming menu I have seen in any DD demos. 

This is going to be a coom game, so it will be fun to see how you add that part into the gameplay. Compared to most other coom games I have seen where they have are very barebone gampIay, you are tackling getting a good game first and making sure it plays well which is amazing. The idea of your game is really interesting so I hope you will be able to develop it further.

(+1)

That's a lot of good feeback, and thanks for playing. I think I could add a mana fountain or something in the tutorial which would replenish all mana, so you wouldn't need to wait so long. I thought I gave enough crates, but I didn't expect players to fail the power, and hover jump multiple times. As for making it clearer how they work, I don't know how I would improve on that part without adding even more text, and explanations, which is already quite overwhelming as you already mentioned.

>I tried a couple runs but my sense of direction failed me. In one of them I found the goblin first, then I found the mirror but got lost and couldn't remember where the goblin was, losing by time.

Understandable. Losing by time is pretty much the only way the player can fail, which slows down the overall progression. Sometimes you find guests first, then the mirror, and you gotta backtrack to them. Remembering the layout is core of it, and I understand people with poor sense of direction can find it harder. I plan to add more equipment  to make some of that easier. I am happy you did find a goblin though, some people seem to not understand/forget how to unlock them.

>The game might be too hard on that part but I think the game loop is good.

Of course the game gets easier the more you play, but I will also need to make some balancing changes after I introduce meta progression. I am happy you like the game loop.

>Compared to most other coom games I have seen where they have are very barebone gampIay, you are tackling getting a good game first and making sure it plays well which is amazing.

One of the best compliments I could get, because my plan is to make a coom game with proper gameplay, and coom content being there as a reward for playing well.

By the way, I just noticed how you edited your avatar, very clever.