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(+1)

Didn't play for long but here are my thoughts

  • The game feels kinda stiff to play, the camera doesn't sway, doesn't react to landing and jumps, the hand remain stiff in the same position always. I get that the character is agile but it feels totally unconstrained from what having a physical body would mean for the camera pov
  • A lil tutorial introduction before the guy tells you to go collect stuff would go a long way, I get that this is a vertical slice but players rarely complain about a little introductory segment before going all out on a proper level
  • Having low air control seems like a bad idea for a game where you can fall so easily. I would either be more permissive or add a system like a double jump or grapple that lets you redirect your movement if you fuck up, I know some of the powers let you move better but if that's all the options the player will have, that's what they'll use and probably ignore the others
  • Fov slider please???

That's pretty much it, you guys seem to have what it takes to make a decent game with a swell aesthetic but the design is not quite there yet I think.

(+1)

Thanks so much for giving it a shot!
I'm dreading it but I know hand bob should probably be added,  that'd polish the hell out of  movement.  The next version of the demo should have a tutorial and even some nice story elements so I'm pumped to see what you think about that! As far as other stuff  we're taking an in depth look at air-control, gravity and other aspects, I'm hoping to nail movement down permanently soon.

Just curious did you think the FOV was too low, or high?

(+1)

Too low! Fast games benefit from a higher FOV imo