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(+2)

I gave it a go this morning for the first time. I don't usually play games like this so I think its safe to say my feedback might be less than useful. Either way, here goes:

-Can't access options menu in game? It's crossed out, and the output message I get when trying is "4"
-The perspective makes the trees between the player and the camera very annoying. There's one enemy after getting the sword that's hidden in the trees and hard to target if you know he's there. I saw in the thread that you are working on the tree-transparency thing, and I think that will be a welcomed addition
-First time messing with the chest and it's hard to tell what's equipped - i think the only difference is that equipped items have a white outline? I got used to it a bit later but the first time messing with it, I was confused especially due to the layout. Everything is to the left, so I figured if I "take" something, it'll show up on the right or something. Again I figured it out while playing, but it still might be a good idea to better highlight what you have equipped and how many items are available for you to take. I saw the bag limit, but that doesn't tell me how many I have in the chest to take (or maybe i'm blind?)
-Wolverine is the first tough enemy, especially with the close quarters. Took me a few tries
-The purple poison gauntlet is very annoying to deal with as a melee character. Drowning them and waiting behind trees (they don't reposition enough to get me if I camp behind a tree) to heal is the most efficient strategy, since I died twice and I really didn't want to do the swim over there again. I think this part of the stage would benefit from a) more cover or b) more tools at the players disposal (maybe give them the crossbow when they finish swimming over?) since dashing/walking towards the poison boys can easily get you hit, which while not deadly is more frustrating than anything
-The crossbow is cool. I like it more than the sword/shield
-The music and setting is kind of mismatched for me. I'm in a hallway with two wolverine looking guys after getting out of some castle-type building, and the music (and I guess setting?) doesn't really make sense. Same with the game type, I guess. Individually all the pieces are good - but together they make a picture I don't quite get. This might be on my end more than anything else, I guess. Perhaps thinks make more sense later on
-The wolverine hallway is where I get filtered. I can deal with one, but the second guy splits my head from my neck without much effort.

Overall the game is cool, but some things are still a mystery, like: the passage of time seems important (you even have a separate screen telling you how many hours have passed for certain actions) but as far as I can tell there's no further meaning to this. Are my hours spent on the island tracked? 

Either way, from a game design perspective you know what you're doing. The challenges make sense and you tend to introduce a new mechanic before giving us an easy then a hard challenge, which I like a lot in games. 

Keep up the good work

(+2)

Hey, thanks for playing.

-Yeah it's not implemented yet. It's high on the to do list.
-It's implemented in the current hot fix.
-I admit, it's not the most intuitive thing, but it seems like you mostly figured it out, which I'm grateful for. A lot of the design there is because of the limited screen space, including the two different menus. As for the how many items are available to take, the answer is actually infinite, and the convention of consumables being a finite thing is something I have yet to figure out how to help people unlearn.
-Glad you got past it.
-Yeah I might remove that section, or shorten it dramatically since its purpose is to teach the player how to deal with getting poisoned, and not necessarily for the player to actually go through and kill everything.
-Glad you liked it.
-Yeah, this has been one of those sticking points I'm unsure what to make of. It might just be one of those things you don't get, but at least for me I love the cozy island vibes contrasted with an action game.
-I may need to make the tutorial easier, but I'm still thinking on it.

I'm glad you largely seem to have enjoyed it. The day night cycle will be more important later down the line, but for now it doesn't mean much.