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(+1)

Nice 3D puzzler with a steady increase in difficulty and mechanics through the small level set.

PROS:

  • The movement of the mech was nice and responsive. I might have wanted the turns to happen more uniformly instead of having the slight lag into a whip turn, but it controlled well and gave me a lot of agency.
  • Each level did a good job of introducing something slightly new and more interesting than what I'd seen before so each level felt like it had a purpose.
  • The challenges didn't throw themselves at me too fast so I easily had enough time to figure things without feeling overly pressured.

CRITIQUE:

  • It's easy to get lost in the forest on some of the larger levels due to the low view in 3D so a mini-map on the UI would greatly increase quality of life for tracking where I am relative to objectives.
  • I really want to go backwards. I was still getting used to the actual size of the grid spaces in the first couple of levels and felt a little annoyed/clumsy when I overshot the space I wanted to stand in and had to do a double-turn to get back.
  • It might be intentional, but the peripheral  view feels very limited in the first-person. It forced me to do a lot of turning to remind myself how I was or wasn't lined up with objectives/enemies and that extra turning actually got me a little dizzy with the amount that ended up doing and how quick the turns scaled up to before they finished. Widening the field of view for the camera or giving a grid-based mini-map would help with seeing things just to the side of you or telling whether or not you're lined up with something.
(+1)

very rich and detailed critic thanks ;^) I was thinking of implementing some kind of "jumping flash" jump to let you look at the map from the top ^^

(+1)

That could work to give players the opportunity for the perspective. You'd just need to make sure that you're not jerking the player's view too quickly in first-person.