Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Hey, thanks so much for all the feedback! A couple people ran into the same issue with the vines, but that's because I didn't make it clear that the answer was in the cave (the stick runes showed the order that the vines needed to be pulled in). I assumed the player would see the eye on the cave and by the river and make a connection, but I only later realized that most people wouldn't do a 180 before moving down to the river (makes, sense, why would you?). 

 Originally, I was really confused when you mentioned a canyon, as I didn't remember putting one in, but then I realized that you broke the game haha. There was (spoilers) actually a switch you pull to create a doorway that was accessible from the ground (which you get a map to by climbing the tree). I definitely agree with the lamp suggestion; I used them to try to lead the player up the tree, but neglected them until the end. Looking at the project file, there is indeed a flying shrub. Whoops, thanks for the heads up.

Again thank you for the feedback, I'm always looking to improve!

(By the way, I really enjoyed Welcome to the Void, I even sent it to my brother to play. Gameplay felt very clean)

but then I realized that you broke the game

Niiice XD

Regarding the lamps and breadcrumbs, a different-colored stone path could lead to some interesting places and the switch. Some composition of rocks that bend one's attention to some point could be a good choice too. I went to the top of a pillar because a glance on the desert around me revealed nothing interesting: there were just sand dunes all around me.

I also recommend you to watch some GDC talks about level design, e.g. this one about interior design, or this one. There are much more, actually, but can't find the best of the best :D