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I streamed this and the dev was there, but leaving my thoughts here anyway:
  • +Cool title screen! Not too overdone, but nicely animated.
  • +The 3d chase sections were a neat addition, in moderation.
  • +The music (custom, I think) was fitting and nice.
  • +The gloomy environment was well done.
  • -Niggle: when resurrecting (or generally spending any resource) it should show your current HP.
  • -The hp and key "finds" to open fires are way too close in graphic among themselves AND the particle graphic decor around the map, it took me a while (and the dev outright saying it) to realize they were meant to be different things. A massive improvement if they had distinctive shapes and/or colors.
  • -The game doesn't do a very good job explaining how defusing the fires work. It would be better to straight our explain it, or to make the first instance of it a controlled environment with no dangers so the player can process what is happening. As it is, there are ostriches everywhere, making processing what's happening calmly very hard. 
  • -Niggle: the display of "People saved" is bugged and resets the graphic to 0 when refreshing the screen, until another person is saved.
  • -The ostriches as an obstacle are extremely overdone and become VERY tedious. I go in depth during the stream, but basically there are way too many, they activate from across the map, and they lag the game a lot. 
  • -The tone of the game is a bit strange. The game page says its comedic, but the environment is mapped (fairly well) like a tense semi-horror adventure, but then the npcs have a somewhat aimless (i think mostly cameos from the dev's other game) semi-comedy text? You can join those themes if you want, but as it was I don't feel the switch felt natural. 
  • -Due to the ostriches being such a pain the HP recovery had to be abused, and it was utterly slow. I'd recommend making each orb restore way more, or place a camp nowhere where you can fill back to max, even at the cost of hauling back there.

Due to the severe lag I had to stop playing (maybe the CPU usage from streaming was the cause), but I did feel l would have enjoyed this game ok if the ostriches were less annoying. AS they are, I felt they got on my ass too much to properly enjoy it.

(+1)

Thanks for taking the time to play the game and provide feedback.

I've taken some of your suggestions on board and implemented them, will update the game with them after the contest ends.

  • Added HP display during HP cost windows.
  • Fixed an issue with the bird movement logic that could cause lag for some (this is more common when the cpu is under stress, such as when streaming so I didn't see it in my own testing unfortunately).
  • Changed Health Orb and Essence Orb graphics to be distinct.
  • Reduced amount of Ostriches.
  • Added an additional place to recover health on the first map.
  • Added a clearer explanation of how to engage with the fire puzzles.

I don't entirely agree with your criticism of the fire not being in a controlled environment the first time, because the first one is in a safe location down the bottom. I designed the starting area with intention to teach the player how to rez someone straight away, then the player walks into a health orb and sees that they recover, then both puzzles down there prompt and explain the spirit form with no enemies present. But I do agree that what essence is and how it works with the fire should be more clear, so I've changed the explanation to be better. As well as updating those graphics to be more clear.

Again thanks for playing, I appreciate the critique and suggestions.

(+1)

Hey it's not MY game, I say my piece and you can take it or leave it, by all means. My take is simply my opinion! Feel free to ignore me XD

Still those sounds like very good changes that should help the game a metric ton, so great job! (does that sound condescending...? It's not meant to be, pls I'm sorry OTL)